Test

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(Bumpmapping)
(How many Tiles are redone in Hires?)
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Tutorial how to create an UV mapping of a model.
Tutorial how to create an UV mapping of a model.
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'''Beg the coder'''
 
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It would be good to allow the stone tiles, floors ect, not to be terrain textures. It would be better to use them as normal tiles and putting dynamics in order to visualize a soft transfer of textures. Ask Goul to do that. After talkin with Ghoul it is better to keep it that way. Other shards can just put the paveitems to get rid of that soft transfer. It is better just to keep it that way in order not to disturb the official UO and other shards.
 
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Beg Science to insert a feature in Offline mode which allows spawning of Models in the game. It is rather depressing to walk around to find your new altered textures or models.
 
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'''Texturing Tiles'''
 
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Remind yourself that in cases of brick or stonewalls that the borders should be seemless but also presented as completed entities. This is important for wall tiles.
 
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In contrast to UO stone floor tiles which only show one plate in a tile. It would bet better to put 4 plates on a tile. So just double them.
 
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The perfect size for basic tiles are 256 x 256. The terrain ground textures should be hires 512 but the cobblestone texture in the multitex should be smaller. The double amount of stones should be shown.
 
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Every new texturer should orientate there new Hires textures upon the original UO tiles. Use fotorealistic textures as a basis in order to create your work.
 
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Use the Targa Format with Alphachannel and keep your own work in the highest possible resolution. I prefer 1024 as the maximal pixel number.
 
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Fehlt noch ein basewall mesh die Richtungen werden mit rotieren im Code gelöst.
 
'''Narona'''
'''Narona'''

Revision as of 02:05, 29 November 2011

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