How to make Textures and Skins for Iris 2

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If you are working on textures. So please rework a whole set. For example if you are working on stone tiles. Please also redo, if possible, the other ones of the same categorie. A total patchwork set would not be so favorable. Another possibilty would be to orientate upon other examples.
 
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=Common Tips=
=Common Tips=
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If you are working on textures. So please rework a whole set. For example if you are working on stone tiles. Please also redo, if possible, the other ones of the same categorie. A total patchwork set would not be so favorable. Another possibilty would be to orientate upon other examples. We will try to combine the textures for every style in as few textures as possible to enhanche the performance.
==How to make a seamless or tileable Texture?==
==How to make a seamless or tileable Texture?==
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I just recommend this [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm Tutorial]
I just recommend this [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm Tutorial]
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=Working on Floor Textures=
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= Several Types of Textures=
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== Specifications ==
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[[Working on Ground Textures]]
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* Size: 256 x 256 pixel
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[[Working on Terrain Textures]]
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* Format: PNG
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* 24-bit Truecolor Images
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* Textures don't need an Alpha Channel
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== Floor Textures in Iris 2 ==
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[[Working on Building Part Textures]]
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[http://ghoulsblade.schattenkind.net/iris/irisarttool/irismodels.php?mode=group&searchname=cobblestones&start=0&group=floortiles Floort Textures for Iris] here you can find the Modelnumbers of the IDs. Please only make the square ones first and if you do that please do every one of the same style. For example if you like to rework on marble. So do all the marble tiles at the same time.
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=Current Status=
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Transfer tiles which resembles terrain tiles are not needed to be done yet. Because they are part of the terrain textures and they have the splattet feature. In addition also things like a stump or drops can be realized in another way in Iris 2.
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*Makeover of Terrain Textures - done
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*Tutorial and Faciliation to create Ground or Floortile Textures - done
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*Working on a Tutorial for Building Parts
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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.
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=Naming Textures=
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== What is to be uploaded? ==
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tex_XXXXYYYZZ.png
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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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==XXXX==
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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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XXXX stands for the brief description of the tile in four letters.
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gArtFilter[''0x31F7'']={clone_meshname="basefloortile.mesh",override_tex_0="''tex_'''0x71f4'''.png''"}
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*'''flow''' equals flowers
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*'''blos''' equals blossoms
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*'''lily''' equals lilypads
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*'''gras''' equals grass
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*'''pave''' equals pavers
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*'''roof''' equals roof
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*'''floo''' equals floor
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*'''cobb''' equals cobble
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*'''rock''' equals rocks
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*'''wood''' equals wood
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*'''wall''' equals wall
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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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==YYY==
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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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YYY represents the material, number, place or color of the tile in three letters.
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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.
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*'''yel''' equals yellow
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*'''whi''' equals white
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*'''lil''' equals lila
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*'''man''' equals many
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*'''few''' equals few
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*'''des''' equals desert
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*'''sto''' equals stone
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*'''mar''' equals marble
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*'''dir''' equals dirt
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== Current Status ==
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== ZZ ==
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Almost every floor tile is still pretty low res and does seem to be painted with paint.
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ZZ is the number of the texture beginning with 01 in decimals
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These two are done yet {{art_2d|0x451d}} {{art_2d|0x71f4}} {{art_2d|0x4515}}
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=Texture Samples=
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Cobble Stone Tile Set is done.
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6 of 398
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* [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression
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= Working on Terrain Textures =
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* [[DDSLinuxGimpHowto DDSLinuxGimpHowto]]
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For inspiration visit my [http://ghoulsblade.schattenkind.net/photos.php? Ghoulys photo collection]
   
   
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== Specifications ==
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* [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable)
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* Size: 512 x 512 pixel for terrain textures and 256 x 256 for paving stones.
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* Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures.
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* Format: PNG
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* 24-bit Truecolor Images
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* Terrain textures don't need an Alpha Channel
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== Terrain Textures in Iris 2 ==
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* more links to textures on
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Originally Iris2 loads Groundtextures from original UO data "Texmap.mul", so it's not legal to create modifications of those, they
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'''gui/hud'''
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have to be replaced by completely new highres Groundtextures.
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(things like window frames made of wood,metall,... , icons for buttons...)
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Groundtextures are definded into Tilesets, for instance grass and forest tilesets which also have transitional tiles from grass to other types like dirt or rocks. Therefore the Iris 2 project wrote a new Terrain Shader that uses splatting
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* später : ChatNoirs von [http://www.arvum-shard.de/] wäre evtl bereit bissl hübsches 2d zeugs für uns zu machen.
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textures.
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* later: chat noirs of [http://www.arvum-shard.de/] possibly ready bissl 2d would be nice to do stuff for us. (Google Translated)
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Now, we only need '''ONE''' Groundtexture for each Tileset.
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== Several Typs of Textures==
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[[How to work on Ground Textures]]
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== Current Status ==
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=Links=
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Corastin already reworked the whole set of terrain textures which were 54 textures. But further additions would be great.
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[http://wiki.secondlife.com/wiki/Texture_Tools Second Life Texture Tutorials]

Current revision as of 11:30, 3 December 2012

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