Working on Ground Textures

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(Current Status)
(What is to be uploaded?)
 
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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'''. Then 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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In addition also make a bump map giving it the name ''map_'''0x71f4'''.png''
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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.

Current revision as of 09:06, 4 December 2011

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