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Community .TXI Help (Please?)


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Well, after what seems like eons, I've finally made a new thread here!

 

For those of you who haven't noticed(which I'm sure is most of Holowan), I had Sith Holocron update my Default Game .Txi info tutorial with some informative pictures I uploaded to Photobucket. A question he asked me is what prompted this thread.

 

I have gone through most of the textures in K1 in KT and checked the ANSI version of each to get any commands out of them. I've skipped textures that I didn't think would offer anything new(like 90% of each planet's textures), and a majority of the portraits and whatnot. For the most part, it's pretty comprehensive.

 

I've listed the command and whatever option was with it, and the first texture I found it with.

 

I'd like to reserve the post below this one to expand on a few things, and as an update area.

 

Now that I completely forgot my format plan, what I'd like to ask of you guys is help testing these commands to the extent possible, and either PM me (Please have a subject like "TXI info" or something) or post it here.

 

Thanks for reading, and I hope this leads to many interesting discoveries!

 

 

 

P.S: Here's my list:

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blending additive - blendbar.tpc

blending punchthrough - C_bantha01.tpc

cube 1 - CM_anchorhead.tpc

decal 1 - combatreticle.tpc

filter 0 - cgborder1.tpc

compresstexture 0 -------
downsamplemax 0          |
downsamplemin 0          |
numchars 256             |
fontheight 0.100000      |
baselineheight 0.080000  |= dialogfont10x10.tpc
texturewidth 2.560000    |
spacingR 0.000000        |
spacingB 0.000000        |
caretindent -0.010000    |
upperleftcoords 256 ----- 2 per character, 2 coords per stack

islightmap 1 - 3dgui_a00001.tpc

envmaptexture - C_DrdAssassin01.tpc

proceduretype cycle--
numx 2              |=
                    =C_HoloDodonna.tpc
numy 2              |=
fps 15 --------------

bumpmaptexture C_Hutt01b - C_Hutt01.tpc

isbumpmap 1      \
                 |-- C_Hutt01b.tpc
bumpmapscaling 1 /

isdiffusebumpmap 1 \
                   |-- m36_EHawk01b.tpc
isspecularbumpmap 1/

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Onto those few points I wanted to discuss...

 

In the list in the above post, you might have noticed about eight commands tied to dialogfont10x10.tpc. These bear a bit of discussion:

(The following is mostly applicable to all font textures, but point 5 mostly applies to just this file)

1. The command numchars points to the number of characters to be represented by the texture.

 

2. fontheight and baselineheight I believe are pretty self-explanatory...

 

3. texturewidth 2.56; I have no clue, but the file is 256 x 256...

 

4. The next three I have no clue on. :)

 

5. upperleftcoords 256 is the most intriguing, at least to me. it was followed by 512 lines, each containing two numbers placed to about 6-8 decimal places and a 0(null value?).

 

The first number in each row goes up by 0.0625 up to 0.9375 and then starts from 0.0 again. Every 16 rows, the second number decrease by either 0.039062/0.039063. In the texture, there are 16 rows and 16 columns.

 

There are 512 lines and only 256 characters, and the texture is only 256 x 256. So if someone can figure out what's right in front of me, we could finally make a new font for the game, and make its size different and whatnot.

 

--------------------------------------------------------------------------

 

Now onto point 2. There is a command called islightmap, the value of which I am assuming is a boolean. This command should help with making lightmaps, if it isn't already.

 

--------------------------------------------------------------------------

 

Now point 3. The five bumpmap commands should be able to help you make bumpmaps work, with a little experimentation, of course.

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Not positive, but I'm pretty sure the bumpmap txi commands don't work.

 

Can't let let that discourage you from trying though. Just never seems to make a difference in the game. Maybe we're missing something though.

 

Well, I checked out C_Hutt01b.tpc in Photoshop, and it looks to me that the features have been chiseled/etched into stone and laid right over C_Hutt01.tpc, so maybe bumpmaps are just adding that fine line of detail.

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