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#1 10/12/09 08:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Reflectivite textures ?

ok I know this has been discussed on many threads and I read them but I didn't understand :$
how can I make a reflective texture ...

Let's say i want to make Konoko's jacket reflective ... I extract the TXMP as TGA ... then ... I edit in photoshop or some program ... what do i do then ( how do i add a reflective part in the editing program and how to proceed after that) ?  I read stuff about alpha and channels and .. I didn't get it though big_smile

and what format do i use to export ...

I really hope someone can teach me how to do that smile I only need to be pointed in the right direction and I'll figure out the rest smile

thanks in advance to whoever takes the time to respond


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#2 10/12/09 14:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Reflectivite textures ?

Here's a brief summary, I'll write a detailed tutorial later.

Keep in mind, Oni simulates reflectivity using textures and alpha channels.

To see how a reflective texture is made, extract TXMPSTR_HARD_1%2FSTRchest.oni as XML.  You will get a TGA and XML file.
Open the TGA file in a photo editor and it has an alpha channel. The alpha channel determines what part of the texture is reflective.  Black in the alpha channel means no reflectivity, gray to white is increasing amounts of reflectivity.

Now in the XML file, there are 2 properties you will be concerned with:
<Format>ARGB4444</Format>
<EnvMap>TXMPstrikerarmor</EnvMap>

The <Format> is how the texture will be saved.  In this case, the striker's chest texture was originally saved with an alpha channel.  Now there are 3 formats that can have an alpha channel:

ARGB4444 = 4,096 colors, alpha 16 colors
ARGB5551 = 32,768 colors, alpha 2 colors
ARGB8888 = 16,777,216 colors, alpha 256 colors (Note: this one requires the Oni engine to be patched and not many have the patched version)

The <EnvMap> refers to what texture is used to simulate reflectivity. There are 3 envmap files that are used for characters:
TXMPstrikerarmor
TXMPenvksface
TXMPSUPER_REFLECT

You might want to extract this file as xml to see its properties.

Once you make your texture that has an alpha channel, use the XML file to convert it back to .oni file.

Last edited by EdT (10/12/09 14:10)

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#3 10/13/09 02:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Reflectivite textures ?

Incase you'll need either: ARGB4444 or ARGB8888 to see the difference when scaling between white and gray, as ARGB5551 only has alpha channel with 2 colors; which is plain black and white

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#4 10/27/09 18:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

EDT _ so biasiclly you will need to export the texture to a tga file
( photoshop ) *using alpha channel *

Now in the XML file, there are 2 properties you will be concerned with:
<Format>ARGB4444</Format>
<EnvMap>TXMPstrikerarmor</EnvMap>


that bit ...the enmap is the texture map and the format is them three ???? ( ONLY?????)

ARGB4444 = 4,096 colors, alpha 16 colors
ARGB5551 = 32,768 colors, alpha 2 colors
ARGB8888 = 16,777,216 colors, alpha 256 colors (Note: this one requires the Oni engine to be patched and not many have the patched version)


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#5 10/27/09 19:10

EdT
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From: Los Angeles, CA
Registered: 01/13/07
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Re: Reflectivite textures ?

dream996: You're correct on both counts.

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#6 10/29/09 18:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

even though i understand what u are saying but i still have some sort of a tech problem
....FEW more question ...what program are u guys using ?
some of the alpha channel is all white


how could i reset the xml files ? say like my xml indicate <Format>RGB4444</Format> and i want it to be 8888 what should i do ?

and i am not so sure what the evmap is ....

Last edited by dream996 (10/29/09 19:10)


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#7 10/29/09 23:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Reflectivite textures ?

If the alpha channel is all white, then that texture does not have any reflectivity or transparency.

You can change it in the xml to <Format>RGB8888</Format>

The envmap is what simulates reflectivity. The light part of the envmap texture looks like the reflection off a shine object.

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#8 10/30/09 04:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

You can change it in the xml to <Format>RGB8888</Format>

got it ! _ change it using a txt

i got on the alpha channel  but....

how do u add the reflective ???? i know you dont just put colours on it.....because it doesnt work when i put the black paint on

ps.show a pic would be quite easy 4 you & me  big_smile

would it be better to have a oniunpacker?


thx

Last edited by dream996 (10/30/09 05:10)


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#9 10/30/09 09:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Reflectivite textures ?

The parts in the alpha channel makes reflectivity, and you'll have to remember the enviroment map.

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#10 10/30/09 11:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

im  saying how should i put the color on in the aplha channel cos..it wont show up if i use paint


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#11 10/30/09 12:10

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Reflectivite textures ?

O_O PAINT ??? like windows paint ?

of course u can't use paint :\ u need a more advanced editor

example Photoshop  (not free)
Gimp (free)
or Paint.NET (free)

I'm not even entirely sure if Gimp and Paint.Net support channel editing ... If u have photoshop it will be best for this.


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#12 10/30/09 14:10

Iritscen
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From: NC, USA
Registered: 10/22/07

Re: Reflectivite textures ?

I'm pretty sure Gimp can do the job.

(Lol, MS Paint.)


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#13 10/30/09 15:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Reflectivite textures ?

Ofcourse, MS Paint is a standard build-in program for Windows, it would never be able to have more than one layer, or channel.

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#14 10/30/09 15:10

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Reflectivite textures ?

MSPaint != Paint.net


Iritscen: roll
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#15 10/30/09 16:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

is not window paint !! the paint in the the photoshop ...(the tool that paint the whole thing )
gumby ...cant find the Paint.net alpha channel ?  a u sure it work ?


( i had photoshop guys.....and i had the alpha channel ....
and i USE the paint tool to paint the bit i want to be reflective ....(black )  now ,,,,it wont show up !!!!
the question is ...what tool do i use to color the bit i want it to be reflective ?????


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#16 10/30/09 16:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Reflectivite textures ?

As I stated earlier:

Open the TGA file in a photo editor and it has an alpha channel. The alpha channel determines what part of the texture is reflective.  Black in the alpha channel means no reflectivity, gray to white is increasing amounts of reflectivity.

So by painting black in the alpha channel, you are removing the areas that would be reflective.

Also, be sure you are saving the texture with one of these formats:

ARGB4444 = 4,096 colors, alpha 16 colors
ARGB5551 = 32,768 colors, alpha 2 colors
ARGB8888 = 16,777,216 colors, alpha 256 colors (Note: this one requires the Oni engine to be patched and not many have the patched version)

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#17 10/30/09 16:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

thanks....i will try again but the whole entire thing is alreay white ....... but that doesnt mean the whole thing is reflective ..???

infact ...i will upload what ever i have now .....

If the alpha channel is all white, then that texture does not have any reflectivity or transparency.

isnt white meant to be reflective ????plz try and correct me ...solve what i have done wrong in this rar   big_smile many thx

(a question ...... white is for  reflectivity so is it black for transparency. ???) i honestly dont understand this .......
the whole pic is white mean no reflectivity and transparency ....and then u said that white a the reflective ?????
and i extact some sample they have it white ????? ...........

Last edited by dream996 (11/02/09 11:11)


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#18 10/30/09 21:10

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Reflectivite textures ?

Don't feel bad you guys, even I have trouble making things reflective, apparently. xD


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#19 10/31/09 00:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Reflectivite textures ?

Looking at your xml files, you are missing the following in BOLD:

Head:
<Flags>HasMipMaps</Flags>
<Format>ARGB888</Format>
<Image>TXMPIteration001%2Fk4_head.tga</Image>
<EnvMap>TXMPenvksface</EnvMap>


Jacket:
<Flags>HasMipMaps</Flags>
<Format>ARGB8888</Format>
<Image>TXMPIteration001%2Fk4_jacket.tga</Image>
<EnvMap>TXMPstrikerarmor</EnvMap>


Regarding my statement:

If the alpha channel is all white, then that texture does not have any reflectivity or transparency.

If you were to look at any texture that was saved in the formats RGB555, RGB888 or DXT1, the alpha channel will be all white.  These formats do not support the alpha channel, so even though the alpha channel is in the texture, it is ignored.

Only the formats RGB4444, ARGB5551 and ARGB8888 will recognize the alpha channel.

Your TGA files look correct, so they should work.

Last edited by EdT (10/31/09 00:10)

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#20 10/31/09 03:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

two more problems to sovle and i will uinderstand the whole entire thing the EnvMap
how am i suppose to know which is which ?

and importing problem ,,,,,,nothing there after import !?
check it
many thx

Last edited by dream996 (10/31/09 04:10)


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#21 10/31/09 04:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

btw i wanna get this right  RGB555, RGB888 or DXT1 format a for transparency ? is that right ?
and ARGB8888 etc are for reflective ?


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#22 10/31/09 04:10

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Reflectivite textures ?

The only difference between a transparent and a  reflective texture is the presence of an EnvMap.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#23 10/31/09 04:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

what is the different meaning of the envmap ? like what does it mean by TXMPenvksface ??


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#24 10/31/09 04:10

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Reflectivite textures ?

That's the part of the texture that is projected onto the "Reflective" part.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#25 10/31/09 04:10

dream996
Member
Registered: 03/15/09

Re: Reflectivite textures ?

20 post edit _
and i need to know what exactly i should do by the end of today !!!!
because from tomarrow on i wont be able to go on 'oni' no more computer ....only laptop *which only allow me to use photoshop _wont run oni*** (so i cant test whether my stuff works or not ....)
and in 2 moths times, what i did will be releases !!!!!!!!!!!!   cool  cool  cool shiny++++ big_smile ++++

Last edited by dream996 (10/31/09 05:10)


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