Search the Community

Showing results for tags 'txi'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Calendars

  • Community Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 9 results

  1. View File [K1] Creatures and Armors TXIs //////////////////////////////////////////////////////////////////////////////// /* [K1] Creatures and Armors TXIs [Modder's Resource] "TXI files, or TeXture Information files, are text files that control and add special effects, shaders, animations, blending etc. for an associated texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA." - Czerka Corp. R&D Wiki This is the compilation of TXI/text format that the game uses to store *creatures and armors* texture information - such as shaders and animations that control how they're rendered in-game. This resource main purpose is to act as supplementary to modders' modified TGA files and/or alternatively a fix to transparency problems that often occurs. This only covers *creatures and armors* and not area textures. Some could be missing from the pack though I'm sure they're pretty much everything that is necessary. Drop comments or report to the mod's support page for this pack to be updated or troubleshooting matters. Installation: as a mod; all files have to be dropped to the Override folder, and if necessary should be installed first before all the others. 08/17/2019 */ //////////////////////////////////////////////////////////////////////////////// //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt //:: dumps script - DarthParametric //:: Compiled By: ebmar //:: Hosted By: DeadlyStream //:: Report & Feedbacks: Snigaroo/Sniggles //////////////////////////////////////////////////////////////////////////////// //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty Submitter ebmar Submitted 08/03/2019 Category Modder's Resources  
  2. Version 1.0.3

    205 downloads

    //////////////////////////////////////////////////////////////////////////////// /* [K1] Creatures and Armors TXIs [Modder's Resource] "TXI files, or TeXture Information files, are text files that control and add special effects, shaders, animations, blending etc. for an associated texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA." - Czerka Corp. R&D Wiki This is the compilation of TXI/text format that the game uses to store *creatures and armors* texture information - such as shaders and animations that control how they're rendered in-game. This resource main purpose is to act as supplementary to modders' modified TGA files and/or alternatively a fix to transparency problems that often occurs. This only covers *creatures and armors* and not area textures. Some could be missing from the pack though I'm sure they're pretty much everything that is necessary. Drop comments or report to the mod's support page for this pack to be updated or troubleshooting matters. Installation: as a mod; all files have to be dropped to the Override folder, and if necessary should be installed first before all the others. 08/17/2019 */ //////////////////////////////////////////////////////////////////////////////// //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt //:: dumps script - DarthParametric //:: Compiled By: ebmar //:: Hosted By: DeadlyStream //:: Report & Feedbacks: Snigaroo/Sniggles //////////////////////////////////////////////////////////////////////////////// //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty
  3. Greetings, fellow Jedi! Have a good day y'all. I have a question - just like the title says; What is clamp -in KotOR implementation- that were oftenly used with most player heads? I asked of this because earlier I fiddle around with LSP_planettari01* by using this parameter - blending punchthrough clamp 3 on the TXI and then the planet's gone. The alpha were applied appropriately, because later when I used only this - blending punchthrough the planet's there. Many thanks for considering this, and may the Force be with you! _____ __ _____ * Taris planet texture that were used in the turret mini-game backdrop
  4. I was looking for a centralized list of all of the parameters for .txis and what they do, but I wasn't able to locate anything. Here's what I've discovered so far, looking through various KOTOR files. blending Various blending options using the alpha channels of the .tga. (Think Photoshop blending options.) blending additive Used for translucency. Equivalent to Add or Linear Dodge, the color is added to whatever is underneath. blending punchthrough Used for transparency. e.g. grass, hair, etc. bumpmapscaling Increases the intensity of the bump map, i.e. increases the height of the bump map. bumpmapscaling 1 bumpmaptexture Defines the bump map for the texture. bumpmaptexture C_Hutt01b bumpyshinytexture Used with a bump map on a texture that uses an environment map. e.g. If you're using cm_baremetal on a metal texture, you'll want to use bumpshinytexture instead of envmap. bumpyshinytexture C_Hutt01b cube Defines that the associated texture is a cubemap. cube 1 decal Renders the texture on top of anything it's flush with. Black areas of texture will be translucent. decal 1 defaultheight The height of 1 frame for an animation. defaultheight 128 defaultwidth The width of 1 frame for an animation. defaultwidth 128 envmaptexture Defines the environment map for the texture. envmaptexture CM_Bright fps The speed at which frames will cycle when animated. fps 24 isbumpmap Defines the texture is a bump map. isbumpmap 1 mipmap Multiple copies of the same texture in different sizes to be rendered based on distance from PC. With this command, you can force the game to always show the highest mip. mipmap 1 numx The number of horizontal frames for an animation. numx 4 numy The number of vertical frames for an animation. numy 4 proceduretype Followed by cycle, initiates the cycling of frames for animations. proceduretype cycle Here's a more specific example for how an animation would work: proceduretype cycle defaultwidth 256 defaultheight 256 numx 3 numy 2 fps 12 By all means let me know if anything is inaccurate or if you can provide any more information. Thanks!
  5. I was looking for a centralized list of all of the parameters for .txis and what they did, but I wasn't able to locate anything. Here's what I've discovered so far, looking through various KOTOR files. By all means let me know if anything is inaccurate or if you can provide any more information. Thanks! blending Various blending options using the alpha channels of the .tga. (Think Photoshop blending options.) blending additive Used for translucency. Equivalent to Add or Linear Dodge, the color is added to whatever is underneath. blending punchthrough Used for transparency. e.g. grass, hair, etc. bumpmapscaling Increases the intensity of the bump map, i.e. increases the height of the bump map. bumpmapscaling 1 bumpmaptexture Defines the bump map for the texture. bumpmaptexture C_Hutt01b bumpyshinytexture Used with a bump map on a texture that uses an environment map. e.g. If you're using cm_baremetal on a metal texture, you'll want to use bumpshinytexture instead of envmap. bumpyshinytexture C_Hutt01b cube Defines that the associated texture is a cubemap. cube 1 decal Renders the texture on top of anything it's flush with. Black areas of texture will be translucent. decal 1 defaultheight The height of 1 frame for an animation. defaultheight 128 defaultwidth The width of 1 frame for an animation. defaultwidth 128 envmaptexture Defines the environment map for the texture. envmaptexture CM_Bright fps The speed at which frames will cycle when animated. fps 24 isbumpmap Defines the texture is a bump map. isbumpmap 1 isdiffusebumpmap ??? isdiffusebumpmap 1 isspecularbumpmap ??? isspecularbumpmap 1 mipmap Multiple copies of the same texture in different sizes to be rendered based on distance from PC. With this command, you can force the game to always show the highest mip. mipmap 1 numx The number of horizontal frames for an animation. numx 4 numy The number of vertical frames for an animation. numy 4 proceduretype Followed by cycle, initiates the cycling of frames for animations. proceduretype cycle Here's a more specific example for how an animation would work: proceduretype cycle defaultwidth 256 defaultheight 256 numx 3 numy 2 fps 12 Shout out to Kexikus, JCarter426, and DarthParametric for all the additional info.
  6. I've come across a .tga that is animated in a model (essentially increases and decreases in size to provide a glow-effect), though there is no associated .txi. Here's the file in question: This leads me to believe that the graphic is animated by the model, though the .tga looks like it's set up in frames. Is there a way I can check to see if this is the case in the model?
  7. To our fine moderators: Just an open ended question... I have installed some area re-textures and have had some transparency issues. After taking a closer look, I realized that all of the textures w/ Alpha channels have no designated .TXI file that goes with them. Now, I've manually created txi's every time I realize that this is happening, which is a shotgun "fix" in that now the walls/doors/shiny stuff is no longer transparent. This raises a couple of notes: 1. To create the txi's, I basically just saved a bunch of text files as .txi's w/ CM_Baremetal. Not the most beautiful fix, but it "worked". 2. I really want to use the cubemap that the modder had intended to use initially as CM_baremetal is WAY too general and probably inappropriate to use with every texture. I have been unable to reach this modder via messaging on a couple of different mod sites. 3. If this IS a "fix", what are the rules against releasing "fixes" or download-packs to address this for other modders' work? - for example, if I have a folder full of txi's that I want to release for people to use (assuming I'm not the only one with this issue), and am unable to contact the original modder, am I allowed to release something like this? Excuse me if my post is not clear, I can go into all kinds of details if anybody has specific questions. And NO, this is NOT regarding the newer area re-textures released within the last 6 months, so Deadly Stream modders need not worry at this time. :-) Thanks for taking the time! LOVE this site!!!
  8. So, I'm not really knowledgeable enough to tell you everything about TXI's, but I (THINK) I know enough to tell you guys about the basics of TXI files. I hope this is actually useful haha. My tutorials are ehh, so I hope this works haha.