Custom Decals

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Revision as of 13:20, 10 March 2018 by Mng (talk | contribs) (Replaced tag desc with table)
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Decal blood plats
Decal blood splats

Decals are textures which can be mapped to environment objects & terrain. Their main use is adding detail and variation to the scenery. Blood splats, ambient shadows and footprints use them too.

Files

To create a custom decal, the following files are needed:

  • XML File - What you select when loading the decal
  • ColorMap - The texture for the decal
  • NormalMap - Has normal information for the decal TODO: is this necessary or are there fallback files?

XML File

This file is what you load in the engine to make the decal show up. It links to a color texture and a normal texture that make up the decal. To avoid issues we recommend using .tga as texture format, though .png works most of the time as well.

<?xml version="2.0" ?>
<Type>generic</Type>
<DecalObject>
    <ColorMap>Data/Textures/Decals/Rocky/black_dust_c.tga</ColorMap>
    <NormalMap>Data/Textures/diffusebump.tga</NormalMap>
    <ShaderName>decal</ShaderName>
</DecalObject>
Tag Example use Description
ColorMap <ColorMap>Data/Textures/MyColorMap.tga</ColorMap> path to the color texture file (.tga, .tif or .png)TOOD: Confirm
NormalMap <NormalMap>Data/Textures/MyNormalMap.tga</NormalMap> Path to the normal map texture file (.tga, .tif or .png)TOOD: Confirm
ShaderName <ShaderName>decal</ShaderName> Name of shader to use from ../Overgrowth/Data/GLSL/ (.frag and .vert)TOOD: Confirm

ColorMap

Can be created with any image manipulation program.

NormalMap

Can be created with any image manipulation program. Must have the same dimensions as the texture file. TODO: is this True?