Working on Ground Textures
From Iris2
(→What is to be uploaded?) |
(→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. | ||
- | 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_''' | + | 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[''012788'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_''' | + | *gArtFilter[''012788'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''XXXXYYYZZ'''.png''"} |
- | In addition also make a normal map giving it the name ''map_''' | + | In addition also make a normal map giving it the name ''map_'''XXXXYYYZZ'''.png'' |
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. |