Working on Building Part Textures

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In order to enhance the performance of Iris 2 it is better to have only one big texture for the building part of each style, like marble, plaster and wood.

The reason would be that there won't be many RenderStateChange anymore. Normally a texture is loaded to render the polygones. And then the next texture will be loaded and on and on. In case of a bigger texture containing many textures. There will be only one little pause instead of many small ones.

Therefore Corastin is working on a universal texture map which is then universal for every building part which is shown below. Every building style will have its own texture. But this will come later after Corastin finished doing the universal texture map for every bulding part.


0x4065.jpg 0x405f.jpg 0x4063.jpg 0x4069.jpg 0x406d.jpg 0x4070.jpg

0x4076.jpg

0x4750.jpg 0x4751.jpg

0x4066.jpg

0x4760.jpg 0x4764.jpg

0x475b.jpg 0x4758.jpg

Contents

Description of the Universal Textures

Corastin created a basecornerwall mesh which will be for every cornerwall in Iris 2. Therefore an universal texture map can be used.

Universal Texture Map for the following building parts

Corner Joints

0x40dc.jpg bas_corwalsm 0x40c7.jpg bas_corwalbg

Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.

File:Corwaliso1.jpg File:Corwaliso2.jpg

Walls

Left-sided single Walls

0x40de.jpg bas_wallefsm 0x40c8.jpg bas_wallefbg

Here are screens of the texture maps and how it will look like ingame. Also you see how they are built up.

File:wallefiso1.jpg File:wallefiso2.jpg

Right-sided single Walls

0x40ed.jpg bas_walrigbg 0x40e7.jpg bas_walrigsm

Here are the respective explanatory screens.

File:Walrigiso1.jpg File:Walrigiso2.jpg

How to implement

Go to ./lua/filter/filter.art and insert an additional file like

gArtFilter[XXXXXX]={clone_meshname="bas_corwalbgZZ.mesh",override_tex_0="tex_XXXXYYYZZ.png"}

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 here.