<div dir="ltr"><div dir="ltr">Hey Michael,<div><br></div><div>It's a format used in the game Dungeon Siege. When the game goes to load up its texturing information, it uses those "TSD" files in order to setup the texture state sets for DirectX. I did proof of concept up here: <a href="https://pastebin.com/FwaYd1S9">https://pastebin.com/FwaYd1S9</a>. If you have anymore questions or feedback, I'd love to hear it.</div><div><br></div><div>Thanks, Sam</div></div></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Dec 5, 2018 at 3:16 AM michael kapelko <<a href="mailto:kornerr@gmail.com">kornerr@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi.<br>
<br>
It would be good to know what that format is all about, never seen it before.<br>
<br>
<br>
On Tue, 4 Dec 2018 at 23:46, sam <<a href="mailto:brkopac@gmail.com" target="_blank">brkopac@gmail.com</a>> wrote:<br>
><br>
> Hi All,<br>
><br>
> I have a file format that is laid out as follows:<br>
><br>
> [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]<br>
> {<br>
>     b dither = false;<br>
>     b hasalpha = false;<br>
>        layer1alphaarg1 = texture;<br>
>        layer1alphaarg2 = diffuse;<br>
>        layer1alphaop = modulate;<br>
>        layer1colorarg1 = texture;<br>
>        layer1colorarg2 = diffuse;<br>
>        layer1colorop = modulate2x;<br>
>     i layer1numframes = 1;<br>
>     f layer1secondsperframe = 0.0;<br>
>        layer1texture1 = texture_filename1;<br>
>     f layer1ushiftpersecond = 0.0;<br>
>     b layer1uwrap = true;<br>
>     f layer1vshiftpersecond = 0.0;<br>
>     b layer1vwrap = true;<br>
>        layer2alphaarg1 = texture;<br>
>        layer2alphaarg2 = current;<br>
>        layer2alphaop = arg2;<br>
>        layer2colorarg1 = texture;<br>
>        layer2colorarg2 = current;<br>
>        layer2colorop = modulate;<br>
> i layer2numframes = 1;<br>
> f layer2secondsperframe = 0.0;<br>
>    layer2texture1 = texture_filename2;<br>
>     f layer2ushiftpersecond = 0.0;<br>
>     b layer2uwrap = true;<br>
>     f layer2vshiftpersecond = 0.5;<br>
>     b layer2vwrap = true;<br>
>     i numlayers = 2;<br>
>     i texturedetail = 2;<br>
>     b timesyncanimation = true;<br>
> }<br>
><br>
> I want to create a layer between this and osg StateSet commands. Has anybody attempted to do this? Is there an easy way to do the mapping? Or will it be parse -> set settings -> and then parse.<br>
><br>
> Ideas are welcome.<br>
><br>
> Thanks, Sam<br>
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</blockquote></div>