XML:TXMB

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Revision as of 13:58, 1 January 2009 by Paradox-01 (talk | contribs) (TXMB creation made easy)
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TXMB: texture map big

TXMBs are splash screens which we see at level start, and at end (one for losing the level and one for winning).

They are called by BSL command "splash_screen image_name". So, actually, they can be called whenever we like to.
The game will be paused then.


(Here's an example how a TXMB could look like -- TXMBImago_SP1.xml)

_0 - 256x256
_1 - 256x256
_2 - 128x256
_3 - 256x224
_4 - 256x224
_5 - 128x224
+-----+-----+---+
| _0  | _1  |_2 |
|     |     |   |
|     |     |   |
+---------------+
| _3  | _4  |_5 |
|     |     |   |
+---------------+
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.30.0">
   <Instance id="0" type="TXMB">
       <Width>640</Width>
       <Height>480</Height>
       <Textures>
           <Link>TXMPImago_SP1_0</Link>
           <Link>TXMPImago_SP1_1</Link>
           <Link>TXMPImago_SP1_2</Link>
           <Link>TXMPImago_SP1_3</Link>
           <Link>TXMPImago_SP1_4</Link>
           <Link>TXMPImago_SP1_5</Link>
       </Textures>
   </Instance>
</Oni>


(Here's an example how a TXMP could look like -- TXMPImago_SP1_0.xml)

creating_TXMB_preview.png
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.30.0">
   <Texture>
       <Flags>DisableUWrap  DisableVWrap</Flags>
       <Format>RGB888</Format>
       <Image>TXMPImago_SP1_0.tga</Image>
   </Texture>
</Oni>


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 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.