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  • ...l, you might run into some problems. The best way we know how to deal with textures is as a 2D image, but how do we take a 3D model, and make a 2D image out of ''Note: there are other methods for applying textures to models, but this guide only covers UV mapping.''
    20 KB (3,587 words) - 18:23, 27 July 2021
  • #REDIRECT [[Making New Models & Textures]]
    42 bytes (5 words) - 16:55, 5 February 2010
  • #REDIRECT [[Making New Models & Textures]]
    42 bytes (5 words) - 16:55, 5 February 2010
  • 23 bytes (3 words) - 17:53, 8 March 2018

Page text matches

  • * [[Making New Models & Textures]]
    4 KB (526 words) - 09:16, 10 September 2023
  • ...hout access to the source code, mods are limited to changes in the map and textures. *Turn off virtual memory (if textures are not broken.)
    10 KB (1,760 words) - 19:58, 2 March 2012
  • Actually, these names come from the files in your Data/Lugaru/Textures folder of type ".png". You may add any png file in that folder and use it w
    9 KB (1,343 words) - 19:58, 2 March 2012
  • [http://files.kzeni.com/lugaru/hi-res.zip Various Hi-Res Textures] - Maxis (Broken Link - December 2009) This is the default "Maps" and "Textures" folders.
    2 KB (365 words) - 17:21, 25 March 2018
  • ...appear on the world map, as the number of pixels from the top left of Data/Textures/World.png.
    8 KB (1,384 words) - 22:00, 19 June 2011
  • ...olor clothing rather well. All skins and clothes are contained within the Textures folder, located in Lugaru's Data folder. ...cal as a PNG file. Be sure to choose non-interlaced and save it into your Textures folder as "''yourdecalname''.png". To use your new decal, enter the consol
    5 KB (807 words) - 22:02, 19 June 2011
  • ...lified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/
    1 KB (192 words) - 19:39, 23 October 2017
  • Decals are textures which can be mapped to environment objects & terrain. Their main use is add <ColorMap>Data/Textures/Decals/Rocky/black_dust_c.tga</ColorMap>
    2 KB (294 words) - 17:18, 10 March 2018
  • ...l, you might run into some problems. The best way we know how to deal with textures is as a 2D image, but how do we take a 3D model, and make a 2D image out of ''Note: there are other methods for applying textures to models, but this guide only covers UV mapping.''
    20 KB (3,587 words) - 18:23, 27 July 2021
  • ...features appear). If you are new to modeling, check [[Making New Models & Textures]]. ...he wind. There's no shader for water of any kind. Creating custom particle textures is easy, but since particle movement and spawning has to be done through co
    3 KB (512 words) - 08:09, 25 April 2017
  • #REDIRECT [[Making New Models & Textures]]
    42 bytes (5 words) - 16:55, 5 February 2010
  • ...indow to monitor performance, and view a list of loaded file assets/loaded textures, for debugging.
    24 KB (4,005 words) - 03:33, 18 May 2023
  • ...astard.xml the grip animations do not work well for all characters and the textures are noticeably lower quality than other weapons. Historically "Bastard Swor
    6 KB (973 words) - 00:39, 15 November 2014
  • ...file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod' ├── Textures/
    12 KB (1,965 words) - 07:19, 7 April 2018
  • One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Par <textures animation_effect = "Data/Textures/anims/bigexplosion.xml"
    5 KB (701 words) - 21:32, 12 July 2022
  • ...features appear). If you are new to modeling, check [[Making New Models & Textures]]. ...he wind. There's no shader for water of any kind. Creating custom particle textures is easy, but since particle movement and spawning has to be done through co
    2 KB (337 words) - 05:54, 21 June 2011
  • |Strange Colors/Textures.
    27 KB (3,755 words) - 19:28, 20 September 2017
  • 0. Duplicate one of the existing Heightmaps (found in Data/Textures/Terrain/...) <Heightmap>Data/Textures/Terrain/greenhills/greenhills_height.png</Heightmap>
    12 KB (2,174 words) - 22:01, 19 June 2011
  • ...|| Determines the level of anisotropic filtering (increases the quality of textures drawn far away and at an angle). Should be 1, 2, 4 or 8. | false || Skip converting textures to .dds format to save VRAM. '''TODO: Verify that this is what it does'''
    19 KB (3,033 words) - 23:48, 9 July 2023
  • I use Sculptris for the clothes scultping and for painting textures onto my models. It works very well, and is extremely easy to pick up and us I use PaintdotNet to mix color maps and detail maps for the textures.(More on that later) It is free, and very easy to use. Although it isn't as
    13 KB (2,322 words) - 06:37, 21 July 2011

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