Page tree
Skip to end of metadata
Go to start of metadata

In Neverwinter Nights EE, MTR files take precedence over TXI files. This information is only included for reference.

The theory behind the TXI system is to attach properties to a certain texture. When a texture is loaded in game, the engine looks for an accompanying TXI file - recognized by having the exact same name as the texture but with the TXI extension. If the game engine does not find a TXI file, it simply loads the texture by itself. Inside the TXI file can be one or more attributes assigned to the texture, such as texture warping (for water and lava), environment mapping effects, animation, etc.

Material Specific Fields

These fields go in the TXI file for the base texture. That is, do not specify these fields in the bumpmap or environment map TXI files - they will be ignored.

BumpyShinyTexture

Specify if the environment map to use with a “shinywater” texture. Default is no bumpyshinytexture.

bumpyshinytexture myenvmapname

This parameter is always used in conjunction with the bumpmaptexture parameter “shinywater” (see below).

BumpMapTexture

Specify a bumpmaptexture. Default is no bumpmaptexture. Options are “shinywater”.

bumpmaptexture shinywater

EnvMapTexture

Specify an environment map for static geometry. Dynamic geometry uses the environment map provided on the model. Default is no environment map.

envmaptexture myenvmapname

Blending

Specify a blending mode for a material.  This blending mode will override the standard mode. Options are "additive", "punchthrough", "default", and "lighten". Default is default. 

        blending default

Additive 

  • Used for translucency.
  • Equivalent to Add or Linear Dodge, the color is added to whatever is underneath.

Punchthrough

  • Used for transparency (e.g. grass, hair, etc.).

Lighten

  • Used for textures without an alpha channel, makes any pixel colored black transparent..

Alphamean

Specify a transparency setting for a material. This determines how much to “fade out” the alpha channel of the texture.

alphamean 0.563

For performance reasons, it is best practice to specify the alphamean parameter for ANY texture with transparency (i.e. an alpha channel). The TXI files used with the vanilla tilesets are a good point of reference to use in determining alphamean values.

Texture Specific Fields

These fields are applied to the texture being read in. Some are specific to different types of textures (like bump maps) and will be ignored if the TXI belongs to a texture which is not of the same type. I will try to document these cases. 

Cube

Defines that the associated texture is a cubemap. Allowed values are 0 or 1. Default is 0.

cube 1

Decal

Renders the texture on top of anything it's flush with. Black areas of texture will be transparent. Allowed values are 0 or 1. Default is 0.

decal 1

DefaultWidth / DefaultHeight

Specify the default width and height of a texture in the absence of an image.  These are usually set when you are using a procedural texture. Default for both values is 16

defaultwidth  16

defaultheight 16

ProcedureType

Specify the procedural type.  Only use this if a texture needs to be generated procedurally. Options are "water", "life", "perlin", "arturo" or "wave". Default is no procedural type.

proceduretype arturo

DownSampleMax / DownSampleMin

Specify how the texture can be downsampled. Default is a min of 0, max of 15.

downsamplemax 2

downsamplemin 0

MipMap

Specify whether to mipmap the texture. Valid values are 0 (off) or 1 (on) Default mipmap is on.

mipmap 0

Clamp

Specify which axes the texture cannot wrap on. Valid values are 0, 1, 2, or 3. 1 clamps the X-axis, 2 clamps the Y-axis, and 3 clamps both the X and Y axes. Default is 0, allowing all axes to wrap.

clamp 3

Filter

Specify whether to filter the texture using linear filtering or not.  If set to 0, filtering is nearest, otherwise it is linear. Default filtering is linear.

filter 1

Gamma

Specify the gamma correction for this filter. Default gamma correction is 1.0.

gamma 0.5

BumpMap - DEPRECIATED

Specify whether this texture is a bumpmap.  If this flag is set, the texture module will expect to read in a texture which is grayscale. Default is 0.

bumpmap 1

IsDiffuseBumpMap / IsSpecularBumpMap - DEPRECIATED

Specify what kind of bumpmapping this bump map will do: specular, diffuse, or both.  These values are ignored if this texture is not a bump map. Default: isdiffusebumpmap 0, isspecularbumpmap 1

isdiffusebumpmap  1

isspecularbumpmap 1

BumpMapScaling - DEPRECIATED

Specify a scaling factor for the bumpmap height.  If you want higher peaks and lower valleys in the bump map, set the value to be greater than 1.  If you want a smoother bump map, set this value to less than 1. Default is set to 1.

bumpmapscaling 1.5

SpecularColor - DEPRECIATED

Specify a color for specular bumpmap highlights (RGB).  This value is modulated with the bump mapping light's color to produce the final highlight color. Default is (1,1,1).

specularcolor 0.5 0.5 0.8

General Texture Controller Specific Fields

These fields only apply to those textures which are procedural.  If these values are specified on a nonprocedural texture, they will be ignored.

ChannelScale / ChannelTranslate

These two fields specify how a procedure should be applied to create a final texture. The scaling factor indicates how much the channels of the final procedural image should be affected by the # procedural result.  The translation factor indicates how much to add to the scaled results for each channel.

Default: Channelscale is all 1's, channeltranslate is all 0's. This creates a grayscale semitransparent image based on the procedure.

channelscale 4

0

0.5

0.5

0

channeltranslate 4

0.5

0.5

0.5

0.5

Distort

The following field indicates whether to distort an image using the procedure.  If this field is set to 1, it requires that an image be provided for this texture.  Also, if this value is set to 1, all channelscale and channeltranslate values will be ignored. Default is set to 0.

distort 1

DistortAngle

If this value is set to 1, the texture distortion occurs in an angular fashion.  If 0, distortion occurs in a linear fashion. Both are valid but can produce different distortion effects. Default is set to 0.

distortangle 0

DistortionAmplitude

This value indicates how much the texture should be distorted (in texels).  If the value is small, the original image will not be distorted significantly.  If it is too large, the distortion will generate a very noisy and chaotic result. Default is set to 5.0.

distortionamplitude 3.5

Speed

This value indicates the speed of the procedure.  Most procedures can be sped up or slowed down based on this value. Default is 1.0.

speed 2.0

ArturoWidth / ArturoHeight

The following two parameters are used for Arturo procedural textures. The actual arturo function is calculated using the size specified in these parameters and is then upsampled to the size of the texture. You may be able to get better results by tinkering with these, although the default values work very reasonably. Default is 15 for both.

arturowidth  17

arturoheight 17


  • No labels