Working on Building Part Textures
From Iris2
 (→Wall and Corner Joints)  | 
		 (→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==  | |
| - | + | {{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]].  | |
