How to make Textures and Skins for Iris 2

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(Working on Floor Textures)
(What is to be uploade?)
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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.
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.
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== What is to be uploade? ==
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== 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.  
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.  
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For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID 0x71f4. The 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
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For instance you are working on a new texture for {{art_2d|0x71f4}} with the ID '''0x71f4'''. The 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
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gArtFilter[''0x31F7'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_0x71f4.png''"}
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gArtFilter[''0x31F7'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''0x71f4'''.png''"}
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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.
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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.
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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.  
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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.
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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 ==
== Current Status ==

Revision as of 16:21, 11 November 2011

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