Working on Building Part Textures

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(Corner Joints)
(Walls)
 
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=Description of the Universal Textures=  
=Description of the Universal Textures=  
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==Corner Joints==
 
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{{art_2d|0x40dc}}
 
Corastin created a basecornerwall mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used.
Corastin created a basecornerwall mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used.
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Here are screens of the texture maps and how it will look like ingame. Also you see in the explanatory texture map in which lines are bordering each other by having the same colors.
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<gallery>Image:Tex_corwalbg.png</gallery>
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===Texture Maps and Explanations===
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Universal Texture Map for the following building parts
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<gallery>Image:Tex_basecornerwall.png</gallery>
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==Corner Joints==
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Universal Texture Map
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{{art_2d|0x40dc}} bas_corwalsm
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{{art_2d|0x40c7}} bas_corwalbg
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<gallery>Image:Tex_basecornerwall_exp.png</gallery>
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Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.
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Explanation of the Texture Map and same borders in specific colors
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[[File:Corwaliso1.jpg]]
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[[File:Corwaliso2.jpg]]
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<gallery>Image:Basecornerwalliso1.jpg</gallery>
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==Walls==
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<gallery>Image:Basecornerwalliso2.jpg</gallery>
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===Left-sided single Walls===
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It will look like that ingame.
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{{art_2d|0x40de}} bas_wallefsm
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{{art_2d|0x40c8}} bas_wallefbg
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===How to implement===
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Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.
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Go to ./lua/filter/filter.art and insert an additional file like
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[[File:wallefiso1.jpg]]
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[[File:wallefiso2.jpg]]
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gArtFilter[XXXXXX]={clone_meshname="basecornerwall.mesh",override_tex_0="tex_basecornerwall.png"}
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===Right-sided single Walls===
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[XXXXXX] equals the ID of your made tile in decimal and the "tex_basecornerwall.png" should have the name of your new texture like "tex_XXXXYYYZZ.png". X four letters equals the description what the texture presents. Y the material in four letters and Z the number if there are more of them. You can find more [[How to make Textures and Skins for Iris 2|here]].
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{{art_2d|0x40ed}} bas_walrigbg
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{{art_2d|0x40e7}} bas_walrigsm
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==Wall==
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Here are the respective explanatory screens.
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{{art_2d|0x4058}}
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[[File:Walrigiso1.jpg]]
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[[File:Walrigiso2.jpg]]
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In this case you can reuse the universal texture map and use this explanation in order to get the texture for your wall.
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=How to implement=
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<gallery>Image:Tex_basewall_exp.png</gallery>
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Go to ./lua/filter/filter.art and insert an additional file like
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At last it will look like that.
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gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}
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<gallery>Image:Basewalliso.jpg</gallery>
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Replace bas_corwalbgZZ.mesh just with ur mesh. [XXXXXX] equals the ID of your made tile in decimal and the "tex_bas_corwalbg.png" should have the name of your new texture like "tex_XXXXYYYZZ.png". X four letters equals the description what the texture presents. Y the material in four letters and Z the number if there are more of them. You can find more [[How to make Textures and Skins for Iris 2|here]].

Current revision as of 19:19, 11 December 2011

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