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#1 20/7/11 12:45

Bozzman
Member
From: Gilbertsville, PA, USA
Registered: 18/3/11

New Envmaps

Searched around but haven't found a clear answer to this problem im having. While trying to create new envmaps parts of characters become transparent. I saw TOCS posted about that before - however it only happens with original character textures, any that have been updated (such as TCTF package and so on) don't have this issue.

Should I just create a dedicated envmap to my characters so that I dont ruin those that have yet to be updated - aka strikers/etc? *Made envmap for new characters works like a charm

I guess another thing I should ask is... in the xml, what format should the envmap be in? *Used BGRA5551 for everything (both envmap and new skins) after trial and error, keeps everything working with no quality loss*

Last edited by Bozzman (20/7/11 17:21)


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#2 21/7/11 9:27

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Envmaps

You can also use ARGB8888, which will give you better looking textures with alpha channel.

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#3 21/7/11 9:52

Bozzman
Member
From: Gilbertsville, PA, USA
Registered: 18/3/11

Re: New Envmaps

When I use ARGB8888 OniSplit says its not a valid value name? hmm


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#4 21/7/11 11:08

TOCS
Member
From: Denmark
Registered: 4/4/07

Re: New Envmaps

You should be using RGBA32 for the best result. It should be supported in the latest release of AE, and it's definitely the best looking format.

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#5 21/7/11 12:36

Dirk Gently
Member
From: Boston, MA
Registered: 12/6/09
Website

Re: New Envmaps

Argb8888 and rgba32 yield the same number of bytes per pixel.

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#6 21/7/11 12:49

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Envmaps

That's odd, this works for me.

<Oni Version="0.9.52.0">
    <Texture>
        <Flags>HasMipMaps</Flags>
        <Format>ARGB8888</Format>
        <EnvMap>TXMPenvksarmor</EnvMap>
        <Image>TXMPIteration001%2FKS_chestpack.tga</Image>
    </Texture>
</Oni>

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#7 24/7/11 13:22

Bozzman
Member
From: Gilbertsville, PA, USA
Registered: 18/3/11

Re: New Envmaps

EdT wrote:

That's odd, this works for me.

Alright I would like to use ARGB8888 but still cannot - I don't get it.  http://www.mediafire.com/?18ywglb6b44l6d6 <-- there's the lower leg of the blackops swat. Think you could see if you can convert it?


If you wanted to test it be sure to use strikerarmor since I didnt include the envmap

Just stopped using XML for character skins, such a headache. I'll only use it for animated textures now lol

Last edited by Bozzman (24/7/11 14:29)


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#8 24/7/11 15:04

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Envmaps

Well you need xml for envmaps info.

Just wondering which version of OniSplit are you using?
Try entering this command to OniSplit -help enums  Look for the section enum TXMPFormat what do you see?

Here is the calf texture: http://cl.ly/1c0J030K0n2P2224402O

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#9 24/7/11 15:07

Bozzman
Member
From: Gilbertsville, PA, USA
Registered: 18/3/11

Re: New Envmaps

Running Onisplit 9.56

I just added the envmap through the texture tab -  little check box, never really took notice of it before


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#10 24/7/11 15:09

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Envmaps

I see..  That's the difference, OniSplit v56 changed the format name in XML:

enum TXMPFormat
    BGRA4444 = 0
    BGR555 = 1
    BGRA5551 = 2
    RGBA = 7  (Not ARGB8888 anymore)
    BGR = 8
    DXT1 = 9

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#11 24/7/11 15:13

Bozzman
Member
From: Gilbertsville, PA, USA
Registered: 18/3/11

Re: New Envmaps

So what does the = 1 etc mean?

Which should I use?

Is there a version I should be using?

Last edited by Bozzman (24/7/11 15:14)


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#12 24/7/11 17:28

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: New Envmaps

If you use v.56 then it would be <Format>RGBA</Format>  the 1 is found in the hexcode for the TXMP.

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