NOTE: Be careful if you edit the txf files. If you mess them up you will get unpredictable drawing behaviour. You can always revert to the file in the zip archive if you need to
The txf files determine how the texture will be blended in the scene. If you are familiar with Photoshop blending modes or using shaders in 3D software this will make some sense to you. Otherwise, here are some quick things you can try.
You can edit the txf files with a simple text editor like notepad. Don't try using something fancy like MS Word or it will add extra crap into the file.
What You See | What You Get |
---|---|
“RGB_888” “Opaque” | Straight texture. No blending. |
“RGBA_8888” ”AlphaBlend“ | This image requires an Alpha channel that will be used for transparency. Textures can be partially transparent. Good if you want to make some fancy stained glass windows |
“RGBA_8888” ”AlphaMask“ | This image requires an Alpha channel that will be used for transparency. This is for objects that have a hard cut-out edge where it is either transparent or not-transparent |
“RGB_888” “Add” | pixels in the image will be added to anything they are in front of. This will typically make things brighter. |
“RGB_888” “Multiply” | pixels in the image will multiply with anything they are in front of. Dark pixels will make things darker. White pixels will have no effect |
“RGB_888” “Subtract” | pixels in the image will subtract from anything they are in front of. This will typically make things darker |