How to make Textures and Skins for Iris 2

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(Skinmap)
 
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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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== Terrain Textures in Iris 2 ==
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[[Working on Building Part Textures]]
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Every tile which is only a ground texture will be referred to this model {{art_2d|0x4495}}. It would not make sense to give every floor tile texture a seperate model. Therefore we provide you a skinmap which is universally adaptable to every floor tile.
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=Current Status=
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== Skinmap ==
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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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[[File:Floortileskinmap.jpg]]
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=Naming Textures=
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The blue lines have to be seamless to each other. This also counts for the red lines.
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tex_XXXXYYYZZ.png
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== Current Status ==
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==XXXX==
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Almost every floor tile is still pretty low res and does seem to be painted with paint. As a test Corastin just did the second most common floor tile in the game. {{art_2d|0x451d}} The result cannot be seen ingame yet.
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XXXX stands for the brief description of the tile in four letters.
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= Working on Terrain Textures =
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*'''flow''' equals flowers
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*'''blos''' equals blossoms
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== Specifications ==
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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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* Size: 512 x 512 pixel for terrain textures and 256 x 256 for paving stones.
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==YYY==
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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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YYY represents the material, number, place or color of the tile in three letters.
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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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*'''yel''' equals yellow
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have to be replaced by completely new highres Groundtextures.
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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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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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== ZZ ==
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textures.
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Now, we only need '''ONE''' Groundtexture for each Tileset.
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ZZ is the number of the texture beginning with 01 in decimals
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=Texture Samples=
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* [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression
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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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* [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable)
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* Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures.
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* more links to textures on
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'''gui/hud'''
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(things like window frames made of wood,metall,... , icons for buttons...)
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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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* 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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== 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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