Working on Building Part Textures
From Iris2
(→Walls) |
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- | + | {{art_2d|0x4065}} {{art_2d|0x405f}} {{art_2d|0x4063}} {{art_2d|0x4069}} {{art_2d|0x406d}} {{art_2d|0x4070}} | |
{{art_2d|0x4076}} | {{art_2d|0x4076}} | ||
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{{art_2d|0x475b}} {{art_2d|0x4758}} | {{art_2d|0x475b}} {{art_2d|0x4758}} | ||
- | = | + | =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== | ||
- | {{art_2d| | + | {{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]] | ||
- | + | ==Walls== | |
- | === | + | ===Left-sided single Walls=== |
- | + | {{art_2d|0x40de}} bas_wallefsm | |
+ | {{art_2d|0x40c8}} bas_wallefbg | ||
- | + | Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up. | |
- | + | [[File:wallefiso1.jpg]] | |
+ | [[File:wallefiso2.jpg]] | ||
- | + | ===Right-sided single Walls=== | |
- | + | {{art_2d|0x40ed}} bas_walrigbg | |
+ | {{art_2d|0x40e7}} bas_walrigsm | ||
- | + | Here are the respective explanatory screens. | |
- | + | [[File:Walrigiso1.jpg]] | |
+ | [[File:Walrigiso2.jpg]] | ||
- | + | =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[ | + | gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.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]]. |