Custom Decals: Difference between revisions

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m Removed all TODO's: '''TODO: is this necessary or are there fallback files?'''; '''TOOD: Confirm''' (x 3); Must have the same dimensions as the texture file. '''TODO: is this True?'''
 
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* '''[[#XML_File|XML File]]''' - What you select when loading the decal
* '''[[#XML_File|XML File]]''' - What you select when loading the decal
** '''[[#Texture_File|Color Map File]]''' - The texture for the decal
* '''[[#ColorMap|ColorMap]]''' - The texture for the decal
** '''[[#Normal_Map_Image_File|Normal Map File]]''' - Has normal information for the decal '''TODO: is this necessary or are there fallback files?'''
* '''[[#NormalMap|NormalMap]]''' - Has normal information for the decal  


=== XML File ===
=== 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.
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.


<pre style="white-space: pre-wrap;">
<pre style="white-space: pre-wrap;">
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</pre>
</pre>


<span style="color:#399c25">'''ColorMap'''</span><br/>
{| class="wikitable"
Path to the texture file.
|-
 
! Tag !! Example use !! Description
<span style="color:#399c25">'''NormalMap'''</span><br/>
|-
Path to the Normal map image file.
! ColorMap
 
| <ColorMap>Data/Textures/MyColorMap.tga</ColorMap> || path to the color texture file (.tga, .tif or .png)
|-
! NormalMap
| <NormalMap>Data/Textures/MyNormalMap.tga</NormalMap> || Path to the normal map texture file (.tga, .tif or .png)
|-
! ShaderName
| <ShaderName>decal</ShaderName> || Name of shader to use from ../Overgrowth/Data/GLSL/ (.frag and .vert)
|-
|}
=== ColorMap ===
=== ColorMap ===
Can be created with any image manipulation program.
Can be created with any image manipulation program. Should have sidelengths of a power of two pixels (e.g. 512px x 512px), else an error will appear.


=== Normal Map Image File ===
=== NormalMap ===
Can be created with any image manipulation program. Must have the same dimensions as the texture file. '''TODO: is this True?'''
Can be created with any image manipulation program. It's dimensions must be of a power of two pixels (e.g. 512px x 512px).

Latest revision as of 10:18, 10 March 2018


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

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)
NormalMap <NormalMap>Data/Textures/MyNormalMap.tga</NormalMap> Path to the normal map texture file (.tga, .tif or .png)
ShaderName <ShaderName>decal</ShaderName> Name of shader to use from ../Overgrowth/Data/GLSL/ (.frag and .vert)

ColorMap

Can be created with any image manipulation program. Should have sidelengths of a power of two pixels (e.g. 512px x 512px), else an error will appear.

NormalMap

Can be created with any image manipulation program. It's dimensions must be of a power of two pixels (e.g. 512px x 512px).