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In order to enhance the performance of Iris 2 it is better to have only one big texture for the building part of each style, like marble, plaster and wood. The reason would be that there won't be many RenderStateChange anymore. Normally a texture is loaded to render the polygones. And then the next texture will be loaded and on and on. In case of a bigger texture containing many textures. There will be only one little pause instead of many small ones. Therefore Corastin is working on a universal texture map which is then universal for every building part which is shown below. Every building style will have its own texture. But this will come later after Corastin finished doing the universal texture map for every bulding part. {{art_2d|0x4065}} {{art_2d|0x405f}} {{art_2d|0x4063}} {{art_2d|0x4069}} {{art_2d|0x406d}} {{art_2d|0x4070}} {{art_2d|0x4076}} {{art_2d|0x4750}} {{art_2d|0x4751}} {{art_2d|0x4066}} {{art_2d|0x4760}} {{art_2d|0x4764}} {{art_2d|0x475b}} {{art_2d|0x4758}} =Description of the Universal Textures= Corastin created a basecornerwall mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used. ==Corner Joints== {{art_2d|0x40dc}} bas_corwalsm {{art_2d|0x40ed}} bas_walrigbg {{art_2d|0x40e7}} bas_walrigsm {{art_2d|0x40de}} bas_wallefsm {{art_2d|0x40c8}} bas_wallefbg {{art_2d|0x40c7}}bas_corwalbg Here are screens of the texture maps and how it will look like ingame. Also you see in the explanatory texture map in which lines are bordering each other by having the same colors. ===Texture Maps and Explanations=== <gallery>Image:Tex_corwalbg.png</gallery> Universal Texture Map for the above building parts <gallery>Image:Tex_basecornerwall_exp.png</gallery> Explanation of the Texture Map and same borders in specific colors <gallery>Image:Basecornerwalliso1.jpg</gallery> <gallery>Image:Basecornerwalliso2.jpg</gallery> It will look like that ingame. ===How to implement=== Go to ./lua/filter/filter.art and insert an additional file like gArtFilter[XXXXXX]={clone_meshname="basecornerwall.mesh",override_tex_0="tex_basecornerwall.png"} [XXXXXX] equals the ID of your made tile in decimal and the "tex_basecornerwall.png" should have the name of your new texture like "tex_XXXXYYYZZ.png". X four letters equals the description what the texture presents. Y the material in four letters and Z the number if there are more of them. You can find more [[How to make Textures and Skins for Iris 2|here]]. ==Wall== {{art_2d|0x4058}} In this case you can reuse the universal texture map and use this explanation in order to get the texture for your wall. <gallery>Image:Tex_basewall_exp.png</gallery> At last it will look like that. <gallery>Image:Basewalliso.jpg</gallery>
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