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= Corastins To Do List [[A Guide for Artists]] lib.terrain.multitex Bug darin gefudnen. Die erste von Ghoul angezeigte Bodentile 624 verweist auf den Dschungelboden statt auf den Höhlenboden. Eventuell muss man dies wieder bearbeiten. == How many Tiles are redone in Hires? == http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=floortiles&start=0 600 Tiles to made but several are not needed. '''What tutorials are needed?''' There is a need for an easy tutorial about bump mapping or parallax mapping with a brief explanation what it does to enhance the engine. It would be good to show the pictures of the lion and the differences of parallax mapping. Tutorial how to create an UV mapping of a model. '''Beg the coder''' It would be good to allow the stone tiles, floors ect, not to be terrain textures. It would be better to use them as normal tiles and putting dynamics in order to visualize a soft transfer of textures. Ask Goul to do that. After talkin with Ghoul it is better to keep it that way. Other shards can just put the paveitems to get rid of that soft transfer. It is better just to keep it that way in order not to disturb the official UO and other shards. Beg Science to insert a feature in Offline mode which allows spawning of Models in the game. It is rather depressing to walk around to find your new altered textures or models. '''Texturing Tiles''' Remind yourself that in cases of brick or stonewalls that the borders should be seemless but also presented as completed entities. This is important for wall tiles. In contrast to UO stone floor tiles which only show one plate in a tile. It would bet better to put 4 plates on a tile. So just double them. The perfect size for basic tiles are 256 x 256. The terrain ground textures should be hires 512 but the cobblestone texture in the multitex should be smaller. The double amount of stones should be shown. Every new texturer should orientate there new Hires textures upon the original UO tiles. Use fotorealistic textures as a basis in order to create your work. Use the Targa Format with Alphachannel and keep your own work in the highest possible resolution. I prefer 1024 as the maximal pixel number. Fehlt noch ein basewall mesh die Richtungen werden mit rotieren im Code gelöst. '''Narona''' 1024 x 768 Iso View and an unchangeable camera view. Map Czar Technic Xynxnet Design Kreytz Ideas Halgar = Tip für Cora = Man darf keine meshes (tiles) in einen anderen Ordner legen, als unter <pre> data\tiles\meshes\ </pre> bzw. <pre> data\tiles_custom\meshes\ </pre> Außerdem muss man das Namesschema einhalten! Ansonsten gibts Probleme!! Hab grad das versucht zu ändern, aber das endet ganz übel. Alles das hier, isn ganz übler hack und und die Funktion im Filter "FilterApplyMeshOverrides" funktioniert nicht richtig, da sie die meshnamen nach "FilterApplyMeshOverrides_TileID_meshnamen" umbenennt. Dadurch funktioniert die Funktion "GetModelPath" aus lib.static.lua nicht mehr und deshalb kannste deine Gräser nich sehen. Mein Vorschlag, anstatt <pre> {clone_meshname="basefloortile.mesh",override_tex_0="tex_0x463e.png"} </pre> mach aus dem "basefloortile.mesh" ein "mdl_020000.mesh" und packs in den "data\tiles\meshes\to_020000\" Ordner. Dann nutz maptoid oder so. <pre> gArtFilter[3244]={maptoid=20000} </pre> Problem dabei is, dass "override_tex_0" nicht alleine funktioniert. Antwort: Seltsam aber die Basefloortile und BAsewalltile hatte vorher geklappt.... Das wäre ein großer minuspunkt... = Debugging = put this in your config/config.lua <pre> gDebugCategories.loading = true gDebugCategories.sound = true gDebugCategories.mobile = true gDebugCategories.animation = true gDebugCategories.granny = true gDebugCategories.static = true gDebugCategories.walking = true gDebugCategories.net = true gDebugCategories.skill = true gDebugCategories.missing = true gDebugCategories.gump = true gDebugCategories.login = true gDebugCategories.multi = true gDebugCategories.player = true gDebugCategories.equip = true gDebugCategories.effect = true </pre> = Bumpmapping = I did a test with Bumpmapping yesterday for Corastin. Here are my results. <gallery> Image:Map_color.png|Colormap Image:Map_bump.png|Colormap+Bumpmap </gallery> Not very obvious. Thats because you watch from height above and all Items are small. <gallery> Image:Clipboard01.png|Colormap Image:Clipboard02.png|Colormap+Bumpmap </gallery> The result is, if you do a nice Colormap with Shadows and Highlights, you don't need Bumpmapping at all.
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