A Guide for Artists

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(Tools for Artists)
(New Object)
 
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*So in order to get to know whether it is already implemented you can take the hard way by looking ingame for the object.  
*So in order to get to know whether it is already implemented you can take the hard way by looking ingame for the object.  
*But an easier way would be just to open the [http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php Iris Art Tool] and search for the object if it is already available and in what kind of quality.
*But an easier way would be just to open the [http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php Iris Art Tool] and search for the object if it is already available and in what kind of quality.
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*If there is no realization of your idea yet, just build the object and give it a skin by just following this [[How to build a Model for Iris 2]]
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*If there is no realization of your idea yet, just build the object and give it a skin by just following this [[How to make a Model for Iris 2]]
== Improving existing Material ==
== Improving existing Material ==
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*In addition you have to replace the file in the textures, materials and models folder too.  
*In addition you have to replace the file in the textures, materials and models folder too.  
*'''Important''' is that you change the setting in "Options" in the Iris Client. There go to the button "Graphics" and choose "Ultrahigh" as your chosen quality. Then you will see your new model and your new tile.
*'''Important''' is that you change the setting in "Options" in the Iris Client. There go to the button "Graphics" and choose "Ultrahigh" as your chosen quality. Then you will see your new model and your new tile.
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*Push '''F10''' in order to get to the Developer Tool and there you see SearchStatic in that mask you have to type in the Hexadecimal ID of the model.  
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*Push '''F10''' in order to get to the Developer Tool and there you see SearchStatic in that mask you have to type in the Hexadecimal or Decimal ID of the model.  
*You can zoom and move the camera with '''W''','''A''','''S''' and '''D'''  
*You can zoom and move the camera with '''W''','''A''','''S''' and '''D'''  
*With the help of '''ALT''' you speed up the zooming.
*With the help of '''ALT''' you speed up the zooming.
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[[How to export a 3d Model]]
[[How to export a 3d Model]]
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=Tools for Artists=
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[[How to write a Material File]]
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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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[[How to work with the filter.art]]
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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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'''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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'''Silo Tool:'''
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[http://www.nevercenter.com/download/]
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<br><br>
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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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* [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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* 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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Current revision as of 20:37, 3 December 2011

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