XML:TRMA

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Revision as of 19:20, 17 June 2020 by Paradox-01 (talk | contribs) (Dumping some old code snippet. Actually I remember I made a combined TRBS-TRMA-TXMP generator... Might be in the addons.)
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TRMA : Texture Map Array
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TRGE << Other file types >> TRSC

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general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • TRMA files are stored globally (in AE/AEInstaller/vanilla/level0_Final.dat)
  • these files are used by ONCC to get textures for the 3D mesh (TRBS)
  • the mesh has 19 body parts, so there are also 19 textures links in the TRMA
  • the order of the TRMA links is determined by the mesh hierarchy (TRIA)


example

TRMAkonoko002_high_texture_generic.xml

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <TRMA id="0">
       <Textures>
           <Link>TXMPIteration001/KS_pelvis</Link>
           <Link>TXMPIteration001/KS_thigh_horiz</Link>
           <Link>TXMPIteration001/KS_calf_nobknee</Link>
           <Link>TXMPIteration001/KS_foot</Link>
           <Link>TXMPIteration001/KS_thigh_horiz</Link>
           <Link>TXMPIteration001/KS_calf_nobknee</Link>
           <Link>TXMPIteration001/KS_foot</Link>
           <Link>TXMPIteration001/KS_mid</Link>
           <Link>TXMPIteration001/KS_chestpack</Link>
           <Link>TXMPIteration001/KS_neck</Link>
           <Link>TXMPIteration001/KS_face</Link>
           <Link>TXMPIteration001/KS_shoulder</Link>
           <Link>TXMPIteration001/KS_bicep</Link>
           <Link>TXMPIteration001/KS_wrist</Link>
           <Link>TXMPIteration001/ks_fist</Link>
           <Link>TXMPIteration001/KS_shoulder</Link>
           <Link>TXMPIteration001/KS_bicep</Link>
           <Link>TXMPIteration001/KS_wrist</Link>
           <Link>TXMPIteration001/ks_fist</Link>
       </Textures>
   </TRMA>
</Oni>

TRMA files contain sometimes a link with a "/" in it. The actual TXMP file use a "%2F" instead of the "/".


For example:

TXMPIteration001%2FKS_pelvis.oni
TXMPIteration001%2FKS_thigh_horiz.oni
[...]


Code snippets

VBS for XSI

Gets file path, width and height of all textures of selected character. Could be extended to write XML for a TRMA and TXMP generator.

if selection.count > 0 then
	' any part could be selected, let's find the root body part
	SelectNeighborObj selection(0), 4
	' get all members including the pelvis
	set bodyparts = selection(0).FindChildren( , , siMeshFamily)
	for each member in bodyparts
		logmessage "object name: " & member.name
		if not typename(member.Material.CurrentImageClip) = "Nothing" then
			logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
			'logmessage "material: " & member.Material.name
			'logmessage "shader: " & member.Material.shaders(0).name
			logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
			logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
		end if
		logmessage "----------------------------------------------------------"
	next
	logmessage "counted body parts: " & bodyparts.count
end if