XML:TXMB

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Revision as of 11:40, 7 August 2011 by Paradox-01 (talk | contribs)
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TXMB: texture map big

Template:XMLModdingHints


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.