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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.

Note this is a work in progress page - if Bioware didn't use it it probably won't work well/at all, while if they did we might have some notes below on how it works.

Table of Contents

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.

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arturowidth  17

arturoheight 17

Field List

From the source code these are all the valid fields. As mentioned at the top of this page many may not work as expected or at all, but are, at least, not going to crash the engine if included.

Texture Related Fields

Code Block
proceduretype
filerange
defaultwidth
defaultheight
downsamplemax
downsamplemin
mipmap
filter
maptexelstopixels
gamma
isbumpmap
clamp
alphamean
isdiffusebumpmap
isspecularbumpmap
bumpmapscaling
specularcolor
numx
numy
cube
bumpintensity
temporary
useglobalalpha
isenvironmentmapped
pltreplacement

Font Related Fields

Code Block
numchars
fontheight
baselineheight
texturewidth
spacingR
spacingB
caretindent
upperleftcoords
lowerrightcoords
isdoublebyte
fontwidth
numcharspersheet
dbmapping
cols
rows

Material Related Fields

Code Block
bumpmaptexture
bumpyshinytexture
envmaptexture
bumpreplacementtexture
blending
decal