View source
From Iris2
for
Working on Ground Textures
Jump to:
navigation
,
search
== Specifications == * Size: 256 x 256 pixel * Format: PNG * 24-bit Truecolor Images * Textures don't need an Alpha Channel == Floor Textures in Iris 2 == [http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&searchname=cobblestones&start=0&group=floortiles Floor Textures for Iris] here you can find the Modelnumbers of the IDs. Please only make the square ones first and if you do that please do every one of the same style. For example if you like to rework on marble. So do all the marble tiles at the same time. Transfer tiles which resembles terrain tiles are not needed to be done yet. Because they are part of the terrain textures and they have the splattet feature. In addition also things like a stump or drops can be realized in another way in Iris 2. The wood floor textures might be implemented in future in the ./lua/lib.terrain.multitex.lua. So that it will be counted as one of the multitexes of Iris 2. That would be a sum of 95 ids. == What is to be uploaded? == We introduced a new system in order to make texturing floortiles easier and making the use of textures more understandable. Therefore we implemented the mdl_basefloortile.mesh which uses the tex_basefloortile.png. You can use them to see how it looks like. For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID '''0x71f4'''. Then you just name your texture tex_'''0x71f4'''.png to make it for other people easier to work on it and send us a text file with the following which will be put in the last line of ./lua/filter/filter.art *gArtFilter[''0x31F7'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''0x71f4'''.png''"} This is a more complicated matter. Because in UO they don't accept ID which are higher than 0x4000 in Hexadecimal. Therefore just type in Google '''0x71f4''' - '''0x4000''' in order to get the ID you can use. In our case it would be 0x31F7. The advantage is that there is no reason anymore to give every til an own model. The implementation is easier and everyone can work on the same texture style. This is more important for more complex textures and models like walls oder arcs. In addition also make a bump map giving it the name ''map_'''0x71f4'''.png'' If you want to test it on your own then just copy the texture in the ./data/custom/texture folder and just insert the additional line in ./lua/filter/filter.art. That's it. == Current Status == Almost every floor tile is still pretty low res and does seem to be painted with paint. These two are done yet {{art_2d|0x451d}} {{art_2d|0x71f4}} {{art_2d|0x4515}} Cobble Stone Tile Set is done. But not perfect yet. 6 of 398
Template:Art 2d
(
view source
)
Return to
Working on Ground Textures
.
Views
Page
Discussion
View source
History
Personal tools
Log in
main
Main Page
Screenshots
download
Install Guide
Forum
FAQ
Macros
Credits
dev
Developer Blog
A Guide for Artists
Development
Item Model List
Iris-Testshard
Bugreports
SvnLog
API C++
API Lua
wiki
Recent changes
Random page
Help
Search
Toolbox
What links here
Related changes
Special pages