There's not much out there in the way of txi file documentation, however at http://mitglied.lycos.de/thorstenwillert/nwn/sonstiges/example.txi there is a reasonable example of a txi breakdown.
Chandigar had some terrific advice to optimize by letting the texture do the work instead of having a polygon overcount.
The question being, is there any more documentation how to set these up other than disecting txi files and trial & error experimentation? On Bioware's boards there is basics about how to include it into the hak, but didn't see anything substantial.
Fields like bumpmaptexture make sense like in tcn01_water.txi, however I could use a little explaination of how things like "downsample", "proceduretype", "blending mode", and "mipmap" affect the game. What is a "arturo" procedure type vs "perlin" procedure type?
And I see that a bumpmap texture has to have it's own txi information too. What are the required fields for those? I.E. tcn01_water.txi specifies shinywater bumpmaptexture and the shinywater.txi has it's own properties. shinywater.tga loads up in PhotoShop as a 8 bit grey scale. I assume this to be the correct saving procedure as well, but I could also use further explaination of how the "water" procedure type relates to these files.
Perhaps there are some tutorials out there I have not seen as of yet someone can point me too?
txi file specs
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