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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
and what format do i use to export ...
I really hope someone can teach me how to do that I only need to be pointed in the right direction and I'll figure out the rest
thanks in advance to whoever takes the time to respond
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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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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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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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dream996: You're correct on both counts.
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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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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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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
would it be better to have a oniunpacker?
thx
Last edited by dream996 (10/30/09 05:10)
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The parts in the alpha channel makes reflectivity, and you'll have to remember the enviroment map.
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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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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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I'm pretty sure Gimp can do the job.
(Lol, MS Paint.)
Check out the Anniversary Edition Seven at ae.oni2.net!
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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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MSPaint != Paint.net
Iritscen:
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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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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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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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 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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Don't feel bad you guys, even I have trouble making things reflective, apparently. xD
Iritscen:
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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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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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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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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The only difference between a transparent and a reflective texture is the presence of an EnvMap.
Iritscen:
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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what is the different meaning of the envmap ? like what does it mean by TXMPenvksface ??
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That's the part of the texture that is projected onto the "Reflective" part.
Iritscen:
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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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 !!!!!!!!!!!! shiny++++ ++++
Last edited by dream996 (10/31/09 05:10)
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