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- | = Information for Artists =
| + | [[A Guide for Artists]] |
- | If you are an artist and want to join and help our project. Then just read this article and it will mostly cover how to create 3D-Tiles and textures for Iris 2, to test them offline by implementing in your Iris 2 installation and in the end how to help the team to implement your work permanently in the Iris 2 project.
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- | In the beginning it might be difficult to understand in the beginning but the satisfaction after experiencing success in your undertaking is worth the effort.
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- | In addition there is an [http://ghoulsblade.schattenkind.net/iris/upload.php Upload Form] for the files you want to share with us. For example arts, textures, models, patches et cetera.
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- | On the page [[Tutorials_for_Artists|Tutorial for Artists working with Iris 2]] Corastin is currently working on tutorials to help motivated artists to understand Iris 2 with the eyes of a game designer and how to contribute to this fantastic project.
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- | = Art-Pipeline =
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- | ~TODO: please write how to export/import 3d Tiles
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- | = Static 3D-Tiles Specifications =
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- | '''3D-Tile:'''
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- | * Walls/Windows/Stairs etc.: ~12-100 Triangles
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- | * Statues: ~300-1500 Triangles
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- | * Tables/Chests: ~100 Triangles
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- | '''LOD creation rules:'''
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- | Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles.
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- | reduce material IDs. more important than removing polygons is the reduction of material ids on your objects.
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- | Ideally the last LOD has only one render material ID assigned.
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- | The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300).
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- | '''Textures:'''
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- | * Size: ~512x512 (but can be any Size ... think of using one Texture for more than one 3D-Tile using UVM)
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- | * Format: tga/dds/png
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- | * 24-bit truecolor images with an 8-bit alpha channel
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- | '''Sample:'''
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- | Download: [http://sience.schattenkind.net/box_orientation.zip box_orientation.zip]<br>
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- | * The Box is 1 Tile size.
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- | Before you export to <i>ogre.mesh</i>, you have to apply:
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- | * 90° X rotation
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- | '''NOTE:''' Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i>
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- |
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- | * <b>Iris2 uses Z-Axis as "up".</b>
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- | * <b>Ogre default is Y-Axis.</b>
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- | <gallery>
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- | Image:Screenshot_box_orientation.jpg|box_orientation
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- | </gallery>
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- |
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- | == What Static 3D-Tiles do we need? ==
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- | This is the most important Tool for artists to verfiy what is needed and what is already available!
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- | * [[Item Model List]] and [[Walls]]
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- | * [http://ghoulsblade.schattenkind.net/iris/irisarttool/ Iris2 Art Tool] which lists models and how often they occur Ingame.
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- | '''Furthermore:'''
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- | If you create a directory with the name missing next to the iris binary
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- | (ie. c:\games\iris2\bin\missing )
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- | and put "gDumpMissingModels = true" into you config.lua, iris will dump
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- | every missing art as a png (TILEID.png) into the missing directory
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- | during gameplay or offline mode.
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- | <br>
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- |
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- | '''How to test your new Static 3D-Tiles:'''
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- | <ol><li> After this, place your item with correct namebuild in <b>\data\custom\models\</b> directory.<br>Namebuild: <b>mdl_00(tileid).mesh</b>
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- | * Put any new Textures to <b>\data\custom\textures\</b>
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- | * Put any new Materials to <b>\data\custom\materials\</b>.
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- | </li></ol>
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- | Important: You have to change the setting in "Options" in the Iris Client. There go to the button Graphics and choose the "Ultrahigh" quality. Then you will see your new model and your new tile.
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- | = 3D-Character Model Specifications =
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- | == Sample 3D-Character Models ==
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- | Lich Model
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- | * http://sience.schattenkind.net/FreeLichModel_Ogre14.zip
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- | more Custom Models
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- | * http://sience.schattenkind.net/customchars.zip
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- | <gallery>
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- | Image:20080325142752_641.jpg|custom Sword
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- | Image:20080325142851_234.jpg|custom Sword
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- | </gallery>
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- | = Terrain Groundtexture Specification =
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- |
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- | * Size: 1024x1024pixel
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- | * Format: tga/dds/png
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- | * 24-bit truecolor images (groundtextures don't need an alpha ch.)
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- | Originally Iris2 loads Groundtextures from original UO data
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- | (Texmap.mul), so it's not legal to create modifications of those, they
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- | have to be replaced by completely new highres Groundtextures.<br>
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- | Groundtextures are definded into Tilesets (grass, forest Tilesets)
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- | which also have transitiontiles from grass to other types (dirt or
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- | mountain). Therefor we wrote an new TerrainShader that uses splatting
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- | textures.<br>
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- | Now, we only need ONE Groundtexture for each Tileset.
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- | <br>
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- | = Tools for Artists =
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- | '''Exporter:'''
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- | *[http://www.ofusiontechnologies.com/downloads.html oFusion Community Edition 1.8.6 for Max 7/8/9]
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- | ** Explanation: [http://www.ofusiontechnologies.com/exporter.html]
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- | * Forum for this exporter: [http://www.ogre3d.org/addonforums/viewtopic.php?t=5024]
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- | <br>
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- |
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- | '''Blender Exporter:'''
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- | [http://sfz.schattenkind.net/wiki/index.php/HowToExportFromBlender Tutorial, How To Export Models from Blender to Ogre *.mesh]<br>
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- | (A tip by suwing, see : [http://www.iris2.de/forums/viewtopic.php?t=1061%7CArtist Iris2 guidelines] for more info)
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- | ** Get [http://ghoulsblade.schattenkind.net/ogre/OgreBlenderExport_v1.4.0_prefixpatch.zip Blender Exporter v1.4.0 + PrefixPatch] or [http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922 Latest Blender Export Script] to take meshes from Blender to Ogre XML. Requires the use of the OgreXMLConverter contained in the [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh).
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- | ** Before export your item go in editing mode, select your item and press "w" and "flip normal" to a good ingame visual.
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- | <br>
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- |
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- | '''Ogre3D Radiant Tool:'''
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- | [http://www.duskengine.de/index.php?option=com_ionFiles&func=download&Itemid=1]
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- | <br>
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- |
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- | '''Silo Tool:'''
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- | [http://www.nevercenter.com/download/]
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- | <br><br>
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- |
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- | '''Texture Samples'''
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- | * [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression
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- | * [[DDSLinuxGimpHowto DDSLinuxGimpHowto]]
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- | For inspiration visit my [http://ghoulsblade.schattenkind.net/photos.php? Ghoulys photo collection]
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- |
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- | * [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable)
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- | * Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures.
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- | * more links to textures on
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- | '''gui/hud'''
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- | (things like window frames made of wood,metall,... , icons for buttons...)
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- |
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- | * später : ChatNoirs von [http://www.arvum-shard.de/] wäre evtl bereit bissl hübsches 2d zeugs für uns zu machen.
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- | * later: chat noirs of [http://www.arvum-shard.de/] possibly ready bissl 2d would be nice to do stuff for us. (Google Translated)
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