How to make Textures and Skins for Iris 2

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=How to make a seemless or tileable Texture?=
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=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.
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==How to make a seamless or tileable Texture?==
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 Terrain Groundtextures =
 
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== Specifications ==
 
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* Size: 512 x 512 pixel for natural groundtextures and 256 x 256 for paving stones.
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= Several Types of Textures=
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* Format: PNG
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* 24-bit Truecolor Images
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* Groundtextures don't need an Alpha Channel
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== Groundtextures in Iris 2 ==
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[[Working on Ground Textures]]
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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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[[Working on Terrain Textures]]
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have to be replaced by completely new highres Groundtextures.
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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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[[Working on Building Part Textures]]
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textures.
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Now, we only need '''ONE''' Groundtexture for each Tileset.
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=Current Status=
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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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=Naming Textures=
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tex_XXXXYYYZZ.png
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==XXXX==
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XXXX stands for the brief description of the tile in four letters.
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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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==YYY==
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YYY represents the material, number, place or color of the tile in three letters.
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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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== ZZ ==
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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 is reworking on the Terrain Groundtextures 21 of 53 done.
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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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