XML:TXMB: Difference between revisions

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{{XML_File_Header | type=TXMB | prev=TRSC | next=AITR | name=Texture Map Big }}
{{XML_File_Header | type=TXMB | prev=TRSC | next=AITR | name=Texture Map Big }}


 
==General information==
===general information===
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* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
*The XML code on this page is compatible with OniSplit '''v0.9.61.0'''
* TXMB files are ''splash screens'' which we see at level start, and at end (one for losing the level and one for winning).
*TXMB files create the ''splashscreens'' which we see at the start and end of levels (making three total: the title screen, an endscreen for losing the level, and one for winning).
* A TXMB file hold links to TXMPs which then together make a big picture.<br>This is needed because the current max resolution for a single TXMP on PC is 512x512 and on Mac 1024x1024. (9 April 2012)
*A TXMB file simply hold links to TXMPs which are assembled by Oni to display a larger picture than the maximum size of a single texture.<br>The current max resolution for a single TXMP in Windows is 512x512 and on Mac is 1024x1024 as of 2018.
* The number of columns and rows (TXMPs) is computed at runtime.<br>Probably the engine checks the horizontal dimension of the TXMPs until the desired x size is reached and then starts a new row.<br>So it should be possible to create also other TXMB resolutions and TXMP constellations.
*The arrangement of the constituent TXMPs into columns and rows is computed at runtime. Probably the engine stacks TXMPs horizontally until the value in the Width field is reached, and then starts a new row.
* They are called by BSL command "splash_screen ''image_name''".<br>They can be called whenever we like to. The game will be paused then.
*TXMBs are displayed with the BSL command "splash_screen ''image_name''". They can be called whenever we like; during their display, the game will be paused.
 
 


Example TXMB -- TXMBwin_splash_screen.xml (from level1_Final/NoGlobal)
Example TXMB TXMBwin_splash_screen.xml (from level1_Final/NoGlobal)
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 87: Line 84:
  </Oni>
  </Oni>


==Creating a TXMB==
===Manually===
You can create the TXMB manually by splitting a large image into pieces, converting them to TXMP.oni files with OniSplit, and then referencing them in a TXMB.xml file in the format given under "General information". Note that the intro screen PSDs linked to under "Splashscreen template" have built-in guides for quick slicing of an image (see the read-me in the ZIP). Once you have converted the slices to .oni format and have written the TXMB.xml file, pass it to OniSplit with the "-create" command to get the TXMB.oni file. You now have the TXMB.oni and TXMP.oni files that you need to present a splashscreen in your level.


===Tool-assisted===
It's much faster to use [[Vago_(tool)|Vago]] to create a TXMB and its constituent TXMPs — see Vago's menu item "Tools>Background Image Wizard".


Creating a TXMB:
===Algorithm to split an image for TXMB===
 
The following algorithm seems to work correctly in generating a 640x480 TXMB, the size that is used in vanilla Oni. The algorithm is currently used in Vago for TXMB creation. It works as follows:<br>
You can use [[Vago_(tool)|Vago]] to create TXMB and respectively their TXMP with the "background image wizard".
Try to fit 256x256 images into the TXMB's space until you aren't able to add any more images of that size, then find the remaining width/height left to complete the TXMB. Example:
 
In Vago click "Tools" menu -> "Background Image Wizard". Follow the instructions.
 
Alternatively you can create the files manually using the following process.
 
Example on creating a 640x480 TXMB:
 
* The actual work is to split the image into six smaller.
* Here's a method for Photoshop -- .tif should also work with any other layer supporting grafic programm.
* The six-part colored layer should be a help when the program cannot load a selection.
* Let's drag'n'drop our image into this [http://www.paradox.oni2.net/mods/TXMB_barebone_tif_and_psd.zip TXMB barebone (.psd / .tif)] and bring it into center position.
* Now we can right-click, load a selection, crop and save it as "..._N" (whereas N is a number from 0 to 5).
* Let's redo crop, load another selection, save this piece, and so on.


<pre>256x256    | 256x256    | 128x256 *


256x224 ** | 256x224 ** | 128x224* **</pre>


Algorithm to split images to fit in TXMB:
<nowiki>*</nowiki>We add an image of 128px width, because anything more would overflow the TXMB's 640px width.


The following algorithm seems to work correctly and generate resolutions that are the same used in Vanilla oni. The algorithm is currently used in Vago for TXMB creation.
<nowiki>**</nowiki>We add images of 224px height, because 256px height images would have overflowed the TXMB's 480px height.
It works as follow:


Try to fit 256x256 images in the TXMB until it's possible. When you aren't able to add any more 256x256 images you add the remaining resolution left to complete the TXMB.
Algorithm pseudo code:<br>
function getSplitSizes(int sideSize){
    vector splitSizes;
    int remainingSize = sideSize;
    int regularSize = 256;
    while (remainingSize > 0){
      if(remainingSize - regularSize < 0){
          splitSizes.add(remainingSize);
          remainingSize = 0;
      }
      else{
          splitSizes.add(regularSize);
          remainingSize = remainingSize - regularSize;
      }
    }
    return splitSizes;
}


Example image 640x480:
==Automatically-loaded TXMBs==
There are three TXMBs that Oni automatically loads by name upon specific events:
*TXMBintro_splash_screen
**Savepoint loaded
*TXMBwin_splash_screen
**Level won ("win" BSL function is called)
*TXMBfail_splash_screen
**Level failed ("lose" BSL function is called)


<pre>256x256    | 256x256    | 128x256 *
These files are looked for in the specific level's folder. If they are not provided, the engine simply skips them.


256x224 ** | 256x224 ** | 128x224* **</pre>
==Reassembling a TXMP==
OniSplit does not offer to extract TXMBs to a single composite image made up of the individual TXMPs. It will only extract to XML a list of the TXMP names. If you have ImageMagick installed, use this command on the TXMPs to reassemble them into one large image:
montage -mode concatenate -tile 4x TXMPlevelXX_fail_*.png TXMPlevelXX_fail.png


<nowiki>*</nowiki>where we add 128 which is the remaining resolution, we couldn't have added another 256 width resolution because it would overflow the TXMB 640 width
*The images of course need to be passed to IM in the correct order; the numerical order determined by their names will work, but only if they are named with two-digit padding (TXMPlevelXX_fail_'''00'''.png, …_'''01'''.png, etc.). Otherwise, TXMPlevelXX_fail_10.png would come right after …fail_1.png and before …fail_2.png.
*The "4" in "tile -4x" is derived from your knowing that this TXMB is 1024x1024 and the TXMPs are 256px wide, therefore the TXMB is made up of 4 columns of TXMPs.


<nowiki>**</nowiki>where we add 224 which is the remaining resolution, we couldn't have added another 256 width resolution because it would overflow the TXMB 480 height
==Splashscreen template==
ViciousReilly provided to the community the following Adobe Photoshop templates that allow any modder to create similar splashscreens to the ones found in the original game. '''If you use the templates, please give credit to ViciousReilly for his work!'''
* [http://iritscen.oni2.net/wiki/Intro%20Splash%20Templates.zip Intro screen]
* [http://script10k.oni2.net/wikifiles/ONI_LevelSplash_Template.zip Win / Lose screens]


Algorithm pseudo code:
The Xenotron font, used by Oni and by us in these templates, can be downloaded from the [[Xenotron]] page.


<code>
Samples of splashscreens produced with the above templates (note: final versions of splashscreens in mods may include extra editing not present in the templates):
    function getSplitSizes(int sideSize){
<gallery widths=512px heights=384px>
        vector splitSizes;
File:HD Training intro screen.jpg
        int remainingSize = sideSize;
File:Omega Tournament lose 1 splash.png
        int regularSize = 256;
</gallery>
        while (remainingSize > 0){
            if(remainingSize - regularSize < 0){
                splitSizes.add(remainingSize);
                remainingSize = 0;
            }
            else{
                splitSizes.add(regularSize);
                remainingSize = remainingSize - regularSize;
            }
        }
        return splitSizes;
    }</code>


{{XML}}
{{XML}}

Revision as of 18:43, 29 September 2019

TXMB : Texture Map Big
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XML.png
XML

TRSC << Other file types >> AITR

switch to OBD page

General information

640x480 made of ...

_0 - 256x256
_1 - 256x256
_2 - 128x256
_3 - 256x224
_4 - 256x224
_5 - 128x224

+-----+-----+---+
| _0  | _1  |_2 |
|     |     |   |
|     |     |   |
+---------------+
| _3  | _4  |_5 |
|     |     |   |
+---------------+
1024x768 made of ...

_0  - 256x256
_1  - 256x256
_2  - 256x256
_3  - 256x256
_4  - 256x256
_5  - 256x256
_6  - 256x256
_7  - 256x256
_8  - 256x256
_9  - 256x256
_10 - 256x256
_11 - 256x256

+-----+-----+-----+-----+
| _0  | _1  | _2  | _3  |
|     |     |     |     |
+-----------------+-----+
| _4  | _5  | _6  | _7  |
|     |     |     |     |
+-----------------+-----+
| _8  | _9  | _10 | _11 |
|     |     |     |     |
+-----------------+-----+
  • The XML code on this page is compatible with OniSplit v0.9.61.0
  • TXMB files create the splashscreens which we see at the start and end of levels (making three total: the title screen, an endscreen for losing the level, and one for winning).
  • A TXMB file simply hold links to TXMPs which are assembled by Oni to display a larger picture than the maximum size of a single texture.
    The current max resolution for a single TXMP in Windows is 512x512 and on Mac is 1024x1024 as of 2018.
  • The arrangement of the constituent TXMPs into columns and rows is computed at runtime. Probably the engine stacks TXMPs horizontally until the value in the Width field is reached, and then starts a new row.
  • TXMBs are displayed with the BSL command "splash_screen image_name". They can be called whenever we like; during their display, the game will be paused.

Example TXMB — TXMBwin_splash_screen.xml (from level1_Final/NoGlobal)

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <TXMB id="0">
       <Width>640</Width>
       <Height>480</Height>
       <Textures>
           <Link>TXMPlevel01_win_0</Link>
           <Link>TXMPlevel01_win_1</Link>
           <Link>TXMPlevel01_win_2</Link>
           <Link>TXMPlevel01_win_3</Link>
           <Link>TXMPlevel01_win_4</Link>
           <Link>TXMPlevel01_win_5</Link>
       </Textures>
   </TXMB>
</Oni>
XML TXMB modded.png

Example TXMP -- TXMPlevel01_win_0.xml (from level1_Final/NoGlobal)

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Texture>
       <Flags>DisableUWrap  DisableVWrap</Flags>
       <Format>BGR555</Format>
       <Image>TXMPlevel01_win_0.tga</Image>
   </Texture>
</Oni>

Creating a TXMB

Manually

You can create the TXMB manually by splitting a large image into pieces, converting them to TXMP.oni files with OniSplit, and then referencing them in a TXMB.xml file in the format given under "General information". Note that the intro screen PSDs linked to under "Splashscreen template" have built-in guides for quick slicing of an image (see the read-me in the ZIP). Once you have converted the slices to .oni format and have written the TXMB.xml file, pass it to OniSplit with the "-create" command to get the TXMB.oni file. You now have the TXMB.oni and TXMP.oni files that you need to present a splashscreen in your level.

Tool-assisted

It's much faster to use Vago to create a TXMB and its constituent TXMPs — see Vago's menu item "Tools>Background Image Wizard".

Algorithm to split an image for TXMB

The following algorithm seems to work correctly in generating a 640x480 TXMB, the size that is used in vanilla Oni. The algorithm is currently used in Vago for TXMB creation. It works as follows:
Try to fit 256x256 images into the TXMB's space until you aren't able to add any more images of that size, then find the remaining width/height left to complete the TXMB. Example:

256x256    | 256x256    | 128x256 *

256x224 ** | 256x224 ** | 128x224* **

*We add an image of 128px width, because anything more would overflow the TXMB's 640px width.

**We add images of 224px height, because 256px height images would have overflowed the TXMB's 480px height.

Algorithm pseudo code:

function getSplitSizes(int sideSize){
   vector splitSizes;
   int remainingSize = sideSize;
   int regularSize = 256;
   while (remainingSize > 0){
      if(remainingSize - regularSize < 0){
         splitSizes.add(remainingSize);
         remainingSize = 0;
      }
      else{
         splitSizes.add(regularSize);
         remainingSize = remainingSize - regularSize;
      }
   }
   return splitSizes;
}

Automatically-loaded TXMBs

There are three TXMBs that Oni automatically loads by name upon specific events:

  • TXMBintro_splash_screen
    • Savepoint loaded
  • TXMBwin_splash_screen
    • Level won ("win" BSL function is called)
  • TXMBfail_splash_screen
    • Level failed ("lose" BSL function is called)

These files are looked for in the specific level's folder. If they are not provided, the engine simply skips them.

Reassembling a TXMP

OniSplit does not offer to extract TXMBs to a single composite image made up of the individual TXMPs. It will only extract to XML a list of the TXMP names. If you have ImageMagick installed, use this command on the TXMPs to reassemble them into one large image:

montage -mode concatenate -tile 4x TXMPlevelXX_fail_*.png TXMPlevelXX_fail.png
  • The images of course need to be passed to IM in the correct order; the numerical order determined by their names will work, but only if they are named with two-digit padding (TXMPlevelXX_fail_00.png, …_01.png, etc.). Otherwise, TXMPlevelXX_fail_10.png would come right after …fail_1.png and before …fail_2.png.
  • The "4" in "tile -4x" is derived from your knowing that this TXMB is 1024x1024 and the TXMPs are 256px wide, therefore the TXMB is made up of 4 columns of TXMPs.

Splashscreen template

ViciousReilly provided to the community the following Adobe Photoshop templates that allow any modder to create similar splashscreens to the ones found in the original game. If you use the templates, please give credit to ViciousReilly for his work!

The Xenotron font, used by Oni and by us in these templates, can be downloaded from the Xenotron page.

Samples of splashscreens produced with the above templates (note: final versions of splashscreens in mods may include extra editing not present in the templates):