Working on Ground Textures
From Iris2
(→What is to be uploaded?) |
(→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 == | ||
- | [http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&searchname=cobblestones&start=0&group=floortiles | + | [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. | ||
- | For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID '''0x71f4'''. Then you just name your texture tex_''' | + | 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 |
- | *gArtFilter['' | + | *gArtFilter[''012788'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''XXXXYYYZZ'''.png''"} |
- | + | In addition also make a normal map giving it the name ''map_'''XXXXYYYZZ'''.png'' | |
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- | In addition also make a | + | |
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}} | ||
- | Cobble Stone Tile Set | + | Cobble Stone and Marble Floor Tile Set are done. But not perfect yet. |
- | + | Stoner pavers are finished and final. | |
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