Working on Ground Textures

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(Created page with '== Specifications == * Size: 256 x 256 pixel * Format: PNG * 24-bit Truecolor Images * Textures don't need an Alpha Channel == Floor Textures in Iris 2 == [http://ghoulsblade…')
(What is to be uploaded?)
 
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* 24-bit Truecolor Images
* 24-bit Truecolor Images
* Textures don't need an Alpha Channel
* Textures don't need an Alpha Channel
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<gallery>Image:Tex_basefloortile.png</gallery>
== Floor Textures in Iris 2 ==
== Floor Textures in Iris 2 ==
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[http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&searchname=cobblestones&start=0&group=floortiles Floort Textures for Iris] here you can find the Modelnumbers of the IDs. Please only make the square ones first and if you do that please do every one of the same style. For example if you like to rework on marble. So do all the marble tiles at the same time.
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[http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&searchname=cobblestones&start=0&group=floortiles Floor Textures for Iris] here you can find the Modelnumbers of the IDs. Please only make the square ones first and if you do that please do every one of the same style. For example if you like to rework on marble. So do all the marble tiles at the same time.
Transfer tiles which resembles terrain tiles are not needed to be done yet. Because they are part of the terrain textures and they have the splattet feature. In addition also things like a stump or drops can be realized in another way in Iris 2.
Transfer tiles which resembles terrain tiles are not needed to be done yet. Because they are part of the terrain textures and they have the splattet feature. In addition also things like a stump or drops can be realized in another way in Iris 2.
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We introduced a new system in order to make texturing floortiles easier and making the use of textures more understandable. Therefore we implemented the mdl_basefloortile.mesh which uses the tex_basefloortile.png. You can use them to see how it looks like.  
We introduced a new system in order to make texturing floortiles easier and making the use of textures more understandable. Therefore we implemented the mdl_basefloortile.mesh which uses the tex_basefloortile.png. You can use them to see how it looks like.  
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For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID '''0x71f4'''. The you just name your texture tex_'''0x71f4'''.png to make it for other people easier to work on it and send us a text file with the following which will be put in the last line of ./lua/filter/filter.art
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For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID '''0x71f4''' in hexadecimal and '''012788''' in decimal. Then you just name your texture tex_'''XXXXYYYZZ'''.png to make it for other people easier to work on it. X in four letters describes what it is and Y in four letters of which material or color and Z the number beginning with 1. You can find more [[How to make Textures and Skins for Iris 2|here]]. In the end send us a text file with the following which will be put in the last line of ./lua/filter/filter.art
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*gArtFilter[''0x31F7'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''0x71f4'''.png''"}
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*gArtFilter[''012788'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''XXXXYYYZZ'''.png''"}
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This is a more complicated matter. Because in UO they don't accept ID which are higher than 0x4000 in Hexadecimal. Therefore just type in Google '''0x71f4''' - '''0x4000''' in order to get the ID you can use. In our case it would be 0x31F7.
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In addition also make a normal map giving it the name ''map_'''XXXXYYYZZ'''.png''
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The advantage is that there is no reason anymore to give every til an own model. The implementation is easier and everyone can work on the same texture style. This is more important for more complex textures and models like walls oder arcs.
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If you want to test it on your own then just copy the texture in the ./data/custom/texture folder and just insert the additional line in ./lua/filter/filter.art. That's it.
If you want to test it on your own then just copy the texture in the ./data/custom/texture folder and just insert the additional line in ./lua/filter/filter.art. That's it.
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These two are done yet {{art_2d|0x451d}} {{art_2d|0x71f4}} {{art_2d|0x4515}}
These two are done yet {{art_2d|0x451d}} {{art_2d|0x71f4}} {{art_2d|0x4515}}
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Cobble Stone Tile Set is done.
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Cobble Stone and Marble Floor Tile Set are done. But not perfect yet.
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Stoner pavers are finished and final.
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6 of 398
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29 of 398

Current revision as of 09:06, 4 December 2011

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