Working on Building Part Textures

From Iris2

Jump to: navigation, search
(Wall and Corner Joints)
(Walls)
 
Line 3: Line 3:
The reason would be that there won't be many RenderStateChange anymore. Normally a texture is loaded to render the polygones. And then the next texture will be loaded and on and on. In case of a bigger texture containing many textures. There will be only one little pause instead of many small ones.
The reason would be that there won't be many RenderStateChange anymore. Normally a texture is loaded to render the polygones. And then the next texture will be loaded and on and on. In case of a bigger texture containing many textures. There will be only one little pause instead of many small ones.
-
Therefore Corastin is working on a universal texture map which is then universal for every building part which is shown below. Every building style will have its own texture.
+
Therefore Corastin is working on a universal texture map which is then universal for every building part which is shown below. Every building style will have its own texture. But this will come later after Corastin finished doing the universal texture map for every bulding part.
-
{{art_2d|0x4059}} {{art_2d|0x4058}} {{art_2d|0x4065}} {{art_2d|0x405f}} {{art_2d|0x4063}} {{art_2d|0x4069}} {{art_2d|0x406d}} {{art_2d|0x4070}}  
+
{{art_2d|0x4065}} {{art_2d|0x405f}} {{art_2d|0x4063}} {{art_2d|0x4069}} {{art_2d|0x406d}} {{art_2d|0x4070}}  
{{art_2d|0x4076}}   
{{art_2d|0x4076}}   
Line 18: Line 18:
{{art_2d|0x475b}} {{art_2d|0x4758}}
{{art_2d|0x475b}} {{art_2d|0x4758}}
-
=Wall and Corner Joints=  
+
=Description of the Universal Textures=  
 +
 
 +
Corastin created a basecornerwall mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used.
 +
 
 +
<gallery>Image:Tex_corwalbg.png</gallery>
 +
 
 +
Universal Texture Map for the following building parts
==Corner Joints==
==Corner Joints==
-
Corastin created a basecornerwall.mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used.
+
{{art_2d|0x40dc}} bas_corwalsm
 +
{{art_2d|0x40c7}} bas_corwalbg
 +
 
 +
Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.
 +
 
 +
[[File:Corwaliso1.jpg]]
 +
[[File:Corwaliso2.jpg]]
-
Here are screens of the texture maps and how it will look like ingame. Also you see in the explanatory texture map in which lines are bordering each other by having the same colors.
+
==Walls==
-
===Texture Maps and Explanations===
+
===Left-sided single Walls===
-
<gallery>Image:Tex_basecornerwall.png</gallery>
+
{{art_2d|0x40de}} bas_wallefsm
 +
{{art_2d|0x40c8}} bas_wallefbg
-
Universal Texture Map
+
Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.
-
<gallery>Image:Tex_basecornerwall_exp.png</gallery>
+
[[File:wallefiso1.jpg]]
 +
[[File:wallefiso2.jpg]]
-
Explanation of the Texture Map and same borders in specific colors
+
===Right-sided single Walls===
-
<gallery>Image:Basecornerwalliso1.jpg</gallery>
+
{{art_2d|0x40ed}} bas_walrigbg
 +
{{art_2d|0x40e7}} bas_walrigsm
-
<gallery>Image:Basecornerwalliso2.jpg</gallery>
+
Here are the respective explanatory screens.
-
It will look like that ingame.
+
[[File:Walrigiso1.jpg]]
 +
[[File:Walrigiso2.jpg]]
-
===How to implement===
+
=How to implement=
Go to ./lua/filter/filter.art and insert an additional file like  
Go to ./lua/filter/filter.art and insert an additional file like  
-
gArtFilter[0x1CF]={clone_meshname="basecornerwall.mesh",override_tex_0="tex_basecornerwall.png"}
+
gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}
-
[0x1CF] equals the ID of your made tile but minus 0x4000 and the "tex_basecornerwall.png" should have the name of your new texture like "tex_0x123.png".
+
Replace bas_corwalbgZZ.mesh just with ur mesh. [XXXXXX] equals the ID of your made tile in decimal and the "tex_bas_corwalbg.png" should have the name of your new texture like "tex_XXXXYYYZZ.png". X four letters equals the description what the texture presents. Y the material in four letters and Z the number if there are more of them. You can find more [[How to make Textures and Skins for Iris 2|here]].

Current revision as of 19:19, 11 December 2011

Personal tools