Test

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=Tutorial to find a Texture=
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= Corastins To Do List
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If there is a texture of a tile or a model which u don't like. So there is a possibility to find it in your "Iris 2" folder in order to redesign it. So just follow the steps listed below.  
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Weihnachten und Neujahr plus Umzug hauen mich um.
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SiENcE: nich zuviel zumuten. viel glück!
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Corastin: Ich hoff es melden sich einioge Leute und laden was hoch
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Corastin: Irgendwie ist Referendariat richtig tough =(
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[[A Guide for Artists]]
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#At first just open your Iris 2 and enter the game by clicking on the "Offline Mode". Walk around you will definitely find a texture which is not so amusing to your eyes. Just scrool over with your mouse and below the chatline you will see how the tile is called and what ID is has. In my case I chose the ugly wooden tile which you can see on the screen below. "Type=0x0008" would be the ID of the wooden tile.
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lib.terrain.multitex
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[[File:screen1.jpg|200px|thumb|left]]
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Bug darin gefunden. Die erste von Ghoul angezeigte Bodentile 624 verweist auf den Dschungelboden statt auf den Höhlenboden. Eventuell muss man dies wieder bearbeiten.
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#Now open the [http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php Iris Art-Tool], a nice tool showing you the original 2d-realization of "Ultima Online" in contrast to the "Iris 2"-realization in 3d.
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== How many Tiles are redone in Hires? ==
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#Just type the ID into the input mask of the search engine.
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[[File:screen2.jpg|200px|thumb|left]]
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http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=floortiles&start=0
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#Then you will see there it is our ugly tile and remember the mdl number. In our case "mdl_000008".
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600 Tiles to made but several are not needed.
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[[File:screen3.jpg|200px|thumb|left]]
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'''What tutorials are needed?'''
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#Go into the folder data/models/models of "Iris 2" and look for "mdl_000008.mesh" and open it with a simple text editor. It is important to remember the "tex_xx" number.  
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There is a need for an easy tutorial about bump mapping or parallax mapping with a brief explanation what it does to enhance the engine. It would be good to show the pictures of the lion and the differences of parallax mapping.
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[[File:screen4.jpg|200px|thumb|left]]
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Tutorial how to create an UV mapping of a model.
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#The open the file data\models\materials\textures.material geguckt. Search for your "tex_xx" and then you find the name of your texture in the data\models\textures.
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'''Narona'''
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[[File:screen5.jpg|200px|thumb|left]]
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1024 x 768 Iso View and an unchangeable camera view.
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Map Czar
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Technic Xynxnet
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Design Kreytz
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Ideas Halgar
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==I can't find the Model in my Models Folder ==
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= Trees =
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CaduneTree Editor zum ausprobieren:
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* [https://owncloud.leenox.de/apps/files_sharing/get.php?token=a6d1eda6b60d6db73c32c7947b78c764a804e0eb CaduneTree Studio]
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#Beware some textures are sharing the same models. Therefore it is not reasonable to create the same amount of meshes as textures. As a result in some cases you can't find the mdl in your models folder which is shown in the Iris Art-Tool. Therefore you have to open lua\filter\filter.art.lua with your text editor, which is only showing the filter for textures.  
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Trees in UO-Iris2
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#As an example I take "mdl_000128" which cannot be found in the models folder. Now type into the input mask "gArtFilter[128]"
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=trees_main&start=0 - trees_main
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#"maptoid=132" indicates that the mdl-number is mdl_000132.
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=multipart_foilage&start=0 - multipart_foilage
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=multipart_tree_trunk&start=0 - multipart_tree_trunk
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=multipart-yewtree-foilage&start=0 - multipart-yewtree-foilage
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=multipart-yewtree&start=0 - multipart-yewtree
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=special-trees&start=0 - special-trees
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=plumtree&start=0 - Plumtree
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=maple%3B&start=0 - Maple
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* http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&group=fallen_log&start=0 - fallen_log
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[[File:screen6.jpg|200px|thumb|left]]
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* Wir benötigen eine Liste aller Bäume (Bark, alle LeaveIDs aller 5 Seasons ). Das sollten dann 6 IDs je Baum sein. Siehe Zeilen 1443->1580 in filter.art.lua.<br>
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:Auszug aus lib.uoids.lua:<br>
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<code>
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gSeasonSetting = 0<br>
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gSeasonIDs = {[0]="Spring",[1]="Summer",[2]="Fall",[3]="Winter",[4]="Desolation"}
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</code>
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[[Iris2 - Ideen]]
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= Tools =
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Tools:
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* [https://owncloud.leenox.de/apps/files_sharing/get.php?token=0a4c438fd07f9f69790e5b1567b61eaaaeab5bc4 GrannyViewer]
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* [https://owncloud.leenox.de/apps/files_sharing/get.php?token=ffd6073be9b3cd39c5f479382c2322640380a38d UO-MapRenderer]
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= Gumps =
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I added an [[Gump_Guide]] to the dev section.
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= Bumpmapping =
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I did a test with Bumpmapping yesterday for Corastin. Here are my results.
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<gallery>
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Image:Map_color.png|Colormap
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Image:Map_bump.png|Colormap+Bumpmap
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</gallery>
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Not very obvious. Thats because you watch from height above and all Items are small.
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<gallery>
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Image:Clipboard01.png|Colormap
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Image:Clipboard02.png|Colormap+Bumpmap
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</gallery>
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The result is, if you do a nice Colormap with Shadows and Highlights, you don't need Bumpmapping at all.
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the materials: [https://owncloud.leenox.de/apps/files_sharing/get.php?token=fe14c7d2a65bb23a3e8d1530a13e1528c3cb57ce bumpmapping_materials.zip]
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= TODO =
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Wünsche von Corastin:
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* Vollende die Blumenabteilung danach mach den Rest der Gräser
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* Möglichst Perfomancearmes Grasshading
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* Aktuelles Mediawiki das [nowiki] unterstützt
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* Arbeite mit Sience an einer Ausarbeitung der Bumpmapping Material um es als Template einzubauen.
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* Was meinst Du dazu? Mit "lighting off" im material siehts gut aus...aber wir müssen "lighting on" setzen, sonst leuchten die Plants in der Nacht. Wir nehmen vorerst das letzte für Pflanzen aller Art.
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<gallery>
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Image:20111205195832_859.png|diffuse_template_sceneblend mit lighting on
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Image:20111205222712_625.png|diffuse_template_sceneblend mit lighting off
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Image:20111205223919 000.png|diffuse_template_foliage mit lighting on
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</gallery>
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Von und für SiENcE:
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* Konsolidiere Keybinds in Macros.
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:* move keybinds from lib.keybinds.lua -> config_macros_declarations.lua
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* generiere Bild vom 3d-Modell anstatt nimm bild aus Art.mul -> für Gumps / bzw. Menüs
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: lib.data.lua [function GetArtMat (iArtID,iHue)] or gEnableRTTModelImages
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* This Tent Textures are wrong http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&start=0&searchname=1538&group=roof%3Atent
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* Drag & Drop (of drag fails) crashes Iris2 on Testshard (also on other shards!?)
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= UO - UI Guides=
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http://vboards.stratics.com/uo-enhanced-client-discussion/255511-pincos-ui-guides.html
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Custom UO - UI<br>
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http://www.youtube.com/watch?v=lt64yhhQAcw
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High Seas<br>
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http://www.youtube.com/watch?v=Lm-km8VZDso
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Boat - PVP<br>
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http://www.youtube.com/watch?v=qPvFaktsAvI
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= Milestones =
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milestone 1  britain
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* create all items for britain
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= Questions =
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If you make a new game, ask this questions to yourself.
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* Is this a game I’d really be impressed to play?
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* Will anyone remember the game once they’ve stopped playing?
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* What am I doing to move the genre forward? (Another way to phrase this: what am I doing that every competitor isn’t?)

Current revision as of 18:45, 9 January 2012

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