View source
From Iris2
for
How to make a Model for Iris 2
Jump to:
navigation
,
search
For exporting your work * see [[How to export a 3d Model]] = Static 3D-Tiles Specifications = '''3D-Tile:''' * Walls/Windows/Stairs etc.: ~12-100 Triangles * Statues: ~300-1500 Triangles * Tables/Chests: ~100 Triangles '''LOD creation rules:''' Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles. reduce material IDs. more important than removing polygons is the reduction of material ids on your objects. Ideally the last LOD has only one render material ID assigned. The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300). '''Textures:''' * Size: ~512x512 (but can be any Size ... think of using one Texture for more than one 3D-Tile using UVM) * Format: tga/dds/png * 24-bit truecolor images with an 8-bit alpha channel '''Sample:''' Download: [https://owncloud.leenox.de/apps/files_sharing/get.php?token=1e0dc687d3cbf00ef6df3e0b8309cab9ac85a07a OrientationBox.zip]<br> * The Box is 1 Tile size. Before you export to <i>ogre.mesh</i>, you have to apply: * 90° X rotation '''NOTE:''' Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i> * <b>Iris2 uses Z-Axis as "up".</b> * <b>Ogre default is Y-Axis.</b> <gallery> Image:Screenshot_box_orientation.jpg|box_orientation </gallery> == What Static 3D-Tiles do we need? == This is the most important Tool for artists to verfiy what is needed and what is already available! * [[Item Model List]] and [[Walls]] * [http://ghoulsblade.schattenkind.net/iris/irisarttool/ Iris2 Art Tool] which lists models and how often they occur Ingame. '''Furthermore:''' If you create a directory with the name missing next to the iris binary (ie. c:\games\iris2\bin\missing ) and put "gDumpMissingModels = true" into you config.lua, iris will dump every missing art as a png (TILEID.png) into the missing directory during gameplay or offline mode. <br> =Naming Basemeshes= bas_XXXYYYZZ.mesh ==Examples== *bas_corwalsm *bas_wallefsm *bas_walrigsm *bas_corwalbg *bas_wallefbg *bas_walrigbg *bas_flotilbg ==Description== ===XXX=== *'''cor''' equals corner *'''wal''' equals wall *'''flo''' equals floor ===YYY=== *'''wal''' equals wall *'''lef''' equals left *'''rig''' equals right *'''til''' equals tile ===ZZ=== *'''sm''' equals small *'''bg''' equals big = 3D-Character Model Specifications = == Custom 3D-Character Models == How to integrate your own Monsters, Animals or Items into Iris2? Sword Sample <gallery> Image:20080325142752_641.jpg|custom Sword Image:20080325142851_234.jpg|custom Sword </gallery> Here are 4 sample meshes: Sword, Shield, Monster (Lich, Mummy) are included: [https://owncloud.leenox.de/apps/files_sharing/get.php?token=7b6c7412fa2befdd6de3ac05ffedb995b098af01 customchars.zip] = Links = [http://www.youtube.com/watch?v=IPCNpi9x0_s&feature=results_main&playnext=1&list=PL5F363B9BC4312EEC German Tutorials for Blender] [http://www.katsbits.com/tutorials/ Excellent Tutorials for Blender] =Tools for Artists= '''Ogre3D Radiant Tool:''' [http://www.ogre3d.org/forums/viewtopic.php?t=26518&start=0] <br> '''Silo Tool:''' [http://www.nevercenter.com/download/]
Return to
How to make a Model for Iris 2
.
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