Working on Building Part Textures
From Iris2
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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| | + | {{art_2d|0x4065}} {{art_2d|0x405f}} {{art_2d|0x4063}} {{art_2d|0x4069}} {{art_2d|0x406d}} {{art_2d|0x4070}} |
- | {{art_2d|0x4750}} {{art_2d| | + | |
- | {{art_2d| | + | {{art_2d|0x4076}} |
+ | |||
+ | {{art_2d|0x4750}} {{art_2d|0x4751}} | ||
+ | |||
+ | {{art_2d|0x4066}} | ||
+ | |||
+ | {{art_2d|0x4760}} {{art_2d|0x4764}} | ||
+ | |||
+ | {{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== | ||
+ | |||
+ | {{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 | ||
+ | |||
+ | 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]]. |