Working on Building Part Textures

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(Wall)
(Walls)
 
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[[File:Corwaliso2.jpg]]
[[File:Corwaliso2.jpg]]
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===How to implement===
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==Walls==
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Go to ./lua/filter/filter.art and insert an additional file like
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===Left-sided single Walls===
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gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}
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[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]].
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==Wall==
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{{art_2d|0x40de}} bas_wallefsm
{{art_2d|0x40de}} bas_wallefsm
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[[File:wallefiso1.jpg]]
[[File:wallefiso1.jpg]]
[[File:wallefiso2.jpg]]
[[File:wallefiso2.jpg]]
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===Right-sided single Walls===
{{art_2d|0x40ed}} bas_walrigbg
{{art_2d|0x40ed}} bas_walrigbg
{{art_2d|0x40e7}} bas_walrigsm
{{art_2d|0x40e7}} bas_walrigsm
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Here are the respective explanatory screens.
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[[File:Walrigiso1.jpg]]
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[[File:Walrigiso2.jpg]]
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=How to implement=
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Go to ./lua/filter/filter.art and insert an additional file like
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gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}
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In this case you can reuse the universal texture map and use this explanation in order to get the texture for your wall.
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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

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