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- | = Information for Artists =
| + | [[A Guide for Artists]] |
- | If you are an artist and want to join/help our project, this article will mostly cover creating 3D-Tiles and textures.<br>
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- | However there is almost always a need for more artists, so have a look around for other tasks you can do!
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- | '''There is an <b>upload form</b> for files (art,patches..) available :''' http://ghoulsblade.schattenkind.net/iris/upload.php
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- | * ~TODO add [http://www.mediawiki.org/wiki/Extension:Anysite Anysite Extension] to embed upload page?
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- | | + | |
- | = Static 3D-Tiles Specifications =
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- |
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- | '''3D-Tile:'''
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- | * Walls/Windows/Stairs etc.: ~12-100 Triangles
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- | * Statues: ~300-1500 Triangles
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- | * Tables/Chests: ~100 Triangles
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- | '''LOD creation rules:'''
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- | Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles.
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- | reduce material IDs. more important than removing polygons is the reduction of material ids on your objects.
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- | Ideally the last LOD has only one render material ID assigned.
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- | The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300).
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- | '''Textures:'''
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- | * Size: ~512x512 (but can be any Size ... think of using one Texture for more than one 3D-Tile using UVM)
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- | * Format: tga/dds/png
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- | * 24-bit truecolor images with an 8-bit alpha channel
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- | '''Sample:'''
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- | Download: [http://sience.schattenkind.net/box_orientation.zip box_orientation.zip]<br>
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- | * The Box is 1 Tile size.
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- | Before you export to <i>ogre.mesh</i>, you have to apply:
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- |
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- | * 90° X rotation
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- | '''NOTE:''' Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i>
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- |
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- | * <b>Iris2 uses Z-Axis as "up".</b>
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- | * <b>Ogre default is Y-Axis.</b>
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- | <gallery>
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- | Image:Screenshot_box_orientation.jpg|box_orientation
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- | </gallery>
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- |
| + | |
- | == What Static 3D-Tiles do we need? ==
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- | This is the most important Tool for artists to verfiy what is needed and whats alrady available!
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- | * [[Item Model List]] and [[Walls]]
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- | * [http://ghoulsblade.schattenkind.net/iris/irisarttool/ Iris2 Art Tool] (lists models and how often they occur ingame)
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- | | + | |
- | | + | |
- | '''Furthermore:'''
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- | If you create a directory with the name missing next to the iris binary
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- | (ie. c:\games\iris2\bin\missing )
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- | and put "gDumpMissingModels = true" into you config.lua, iris will dump
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- | every missing art as a png (TILEID.png) into the missing directory
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- | during gameplay or offline mode.
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- | <br>
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- |
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- | | + | |
- | '''How to test your new Static 3D-Tiles:'''
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- | <ol><li> After this, place your item with correct namebuild in <b>\data\custom\models\</b> directory.<br>Namebuild: <b>mdl_00(tileid).mesh</b>
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- | * Put any new Textures to <b>\data\custom\textures\</b>
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- | * Put any new Materials to <b>\data\custom\materials\</b>.
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- | </li></ol>
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- | '''Here you can find more information:'''
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- | * [http://www.iris2.de/forums/viewtopic.php?t=1061 tips for blender]
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- | = 3D-Character Model Specifications =
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- | == Sample 3D-Character Models ==
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- | Lich Model
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- | * http://sience.schattenkind.net/FreeLichModel_Ogre14.zip
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- | more Custom Models
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- | * http://sience.schattenkind.net/customchars.zip
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- | | + | |
- | <gallery>
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- | Image:20080325142752_641.jpg|custom Sword
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- | Image:20080325142851_234.jpg|custom Sword
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- | </gallery>
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- | | + | |
- | = Terrain Groundtexture Specification =
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- |
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- | * Size: 1024x1024pixel
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- | * Format: tga/dds/png
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- | * 24-bit truecolor images (groundtextures don't need an alpha ch.)
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- | Originally Iris2 loads Groundtextures from original UO data
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- | (Texmap.mul), so it's not legal to create modifications of those, they
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- | have to be replaced by completely new highres Groundtextures.<br>
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- | Groundtextures are definded into Tilesets (grass, forest Tilesets)
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- | which also have transitiontiles from grass to other types (dirt or
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- | mountain). Therefor we wrote an new TerrainShader that uses splatting
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- | textures.<br>
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- | Now, we only need ONE Groundtexture for each Tileset.
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- | <br>
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- | | + | |
- | '''You can find more information here:'''
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- |
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- | * [[Ground_Textures Ground Textures]]
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- | | + | |
- | = Tools for Artists =
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- | '''Exporter:'''
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- | *[http://www.ofusiontechnologies.com/downloads.html oFusion Community Edition 1.8.6 for Max 7/8/9]
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- | ** Explanation: [http://www.ofusiontechnologies.com/exporter.html]
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- | * Forum for this exporter: [http://www.ogre3d.org/addonforums/viewtopic.php?t=5024]
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- | <br>
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- |
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- | '''Blender Exporter:'''
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- | [http://sfz.schattenkind.net/wiki/index.php/HowToExportFromBlender Tutorial, How To Export Models from Blender to Ogre *.mesh]<br>
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- | (A tip by suwing, see : [http://www.iris2.de/forums/viewtopic.php?t=1061%7CArtist Iris2 guidelines] for more info)
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- | ** Get [http://ghoulsblade.schattenkind.net/ogre/OgreBlenderExport_v1.4.0_prefixpatch.zip Blender Exporter v1.4.0 + PrefixPatch] or [http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922 Latest Blender Export Script] to take meshes from Blender to Ogre XML. Requires the use of the OgreXMLConverter contained in the [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh).
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- | ** Before export your item go in editing mode, select your item and press "w" and "flip normal" to a good ingame visual.
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- | <br>
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- |
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- | '''Ogre3D Radiant Tool:'''
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- | [http://www.duskengine.de/index.php?option=com_ionFiles&func=download&Itemid=1]
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- | <br>
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- |
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- | '''Silo Tool:'''
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- | [http://www.nevercenter.com/download/]
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- | <br><br>
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- |
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- | | + | |
- | '''Texture Samples'''
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- | * [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression
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- | | + | |
- | * [[DDSLinuxGimpHowto DDSLinuxGimpHowto]]
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- | For inspiration visit my [http://ghoulsblade.schattenkind.net/photos.php? Ghoulys photo collection]
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- |
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- | * [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable)
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- | | + | |
- | * Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures.
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- | | + | |
- | * more links to textures on
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- | '''gui/hud'''
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- | (things like window frames made of wood,metall,... , icons for buttons...)
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- |
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- | * später : ChatNoirs von [http://www.arvum-shard.de/] wäre evtl bereit bissl hübsches 2d zeugs für uns zu machen.
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- | * later: chat noirs of [http://www.arvum-shard.de/] possibly ready bissl 2d would be nice to do stuff for us. (Google Translated)
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