Working on Building Part Textures

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(Wall)
(Walls)
 
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{{art_2d|0x40c7}} bas_corwalbg
{{art_2d|0x40c7}} bas_corwalbg
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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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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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===How to implement===
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[[File:Corwaliso1.jpg]]
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[[File:Corwaliso2.jpg]]
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Go to ./lua/filter/filter.art and insert an additional file like
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==Walls==
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gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}
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===Left-sided single Walls===
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[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]].
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{{art_2d|0x40de}} bas_wallefsm
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{{art_2d|0x40c8}} bas_wallefbg
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==Wall==
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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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[[File:wallefiso1.jpg]]
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[[File:wallefiso2.jpg]]
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===Right-sided single Walls===
{{art_2d|0x40ed}} bas_walrigbg
{{art_2d|0x40ed}} bas_walrigbg
{{art_2d|0x40e7}} bas_walrigsm
{{art_2d|0x40e7}} bas_walrigsm
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{{art_2d|0x40de}} bas_wallefsm
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Here are the respective explanatory screens.
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{{art_2d|0x40c8}} bas_wallefbg
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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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[[File:Walrigiso1.jpg]]
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[[File:Walrigiso2.jpg]]
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<gallery>Image:Tex_basewall_exp.png</gallery>
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=How to implement=
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At last it will look like that.
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Go to ./lua/filter/filter.art and insert an additional file like  
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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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