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trs:miscellany [2020/05/19 12:10] – [Object Texture Structure (TR4-5)] zdimensiontrs:miscellany [2020/12/11 18:26] (current) – [Object Textures] typo stohrendorf
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 ===== Palette ===== ===== Palette =====
  
-This consists of 256 [[trs:fundamentals#tr_colour|[tr_colour]]] structs, one for each palette entry. However, the individual colour values range from 0 to 63; they must be multiplied by 4 (or bitshifted by 2 to the left) to get the correct values.+This consists of 256 [[trs:fundamentals#tr_colour|[tr_colour]]] structs, one for each palette entry. However, the individual colour values range from 0 to 63; they must be multiplied by 4 (or bitshifted by 2 to the left) to get the correct values. Palette is used for all 8-bit colour, such as 8-bit textures.
  
-This used for all 8-bit colour, such as 8-bit textures.+{{:icons:tr1.png?nolink|TR1 only}} First entry in palette is treated as //transparent colour// used for textures with alpha testing. In later games, transparent colour was replaced by so-called "magenta transparency"meaning that any pixel with red and blue values at maximum and green value at zero, is treated as completely transparent.
  
 ===== Object Textures ===== ===== Object Textures =====
  
-An object texture (or //texture details// in TRLE terms) keeps detailed information about each texture independently used in the game. While it’s not a texture image itself (these are kept inside //texture atlases//), it’s rather a reference to a particular texture in an atlas atlas, kept with all other necessary information to display this texture.+An object texture (or //texture details// in TRLE terms) keeps detailed information about each texture independently used in the game. While it’s not a texture image itself (these are kept inside //texture atlases//), it’s rather a reference to a particular texture in an atlas, kept with all other necessary information to display this texture. 
  
 ==== Object Texture Vertex Structure ==== ==== Object Texture Vertex Structure ====
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   * //Bits 0..14// specify the //texture atlas// to use. On PC, the value should be between 0 and 63 (inclusive).   * //Bits 0..14// specify the //texture atlas// to use. On PC, the value should be between 0 and 63 (inclusive).
-  * //Bit 15//: {{:icons:tr3.png?nolink|TR3 only}}{{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} if set, it indicates that the texture is used on a triangle face.+  * //Bit 15//: {{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} if set, it indicates that the texture is used on a triangle face.
  
 ''%%Attribute%%'' specifies transparency mode (i.e. //blending mode//) used for face with this texture applied. There are several ones available: ''%%Attribute%%'' specifies transparency mode (i.e. //blending mode//) used for face with this texture applied. There are several ones available:
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   * ''%%EXPLOSION_FX%%'' — Plays //global// explosion sound (ID #105) and produce full-screen flash graphical FX (TR3-5) or camera shake effect (TR1-2).   * ''%%EXPLOSION_FX%%'' — Plays //global// explosion sound (ID #105) and produce full-screen flash graphical FX (TR3-5) or camera shake effect (TR1-2).
   * ''%%FLOOD_FX%%'' — Plays //global// flooding sound (TR1 — ID #81, TR2 — ID #79, TR3 — ID #163, TR4 — ID #238). Implementation differs from version to version — in TR1 and TR2 looped waterfall sound is used (which is then stopped by an engine after 1 second), while in TR3 and TR4 one-shot sound is engaged.   * ''%%FLOOD_FX%%'' — Plays //global// flooding sound (TR1 — ID #81, TR2 — ID #79, TR3 — ID #163, TR4 — ID #238). Implementation differs from version to version — in TR1 and TR2 looped waterfall sound is used (which is then stopped by an engine after 1 second), while in TR3 and TR4 one-shot sound is engaged.
 +  * ''%%FOOTPRINT_FX%%'' — Plays random footprint sound effect, taking current block's **material index** into consideration. On PlayStation, also applies footprint sprite under left or right Lara foot (target foot is selected based on packed flag which is stored in animcommand argument — [[trs:mesh_construction_animation#animcommand-structure|look here]] for details).
  
  
trs/miscellany.1589890239.txt.gz · Last modified: 2020/05/19 12:10 by zdimension
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