Difference between revisions of "Custom Decals"

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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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{{stub}}
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[[Category: Tutorials]]
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[[Category: Modding]]
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[[Category: Overgrowth]]
  
Tutorial on how to create and import custom decals into Overgrowth:
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[[File:Decal blood.jpg|thumb|alt=Decal blood plats|Decal blood splats]]
* http://forums.wolfire.com/viewtopic.php?f=13&t=5064&p=82123&hilit=custom+texture#p82123
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Decals are textures which can be mapped to environment objects & terrain. Their main use is adding detail and variation to the scenery. Blood splats, [[Lighting#Shadow_decals|ambient shadows]] and footprints use them too.
  
[[Category:Overgrowth]]
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== Files ==
[[Category:Editing]]
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To create a custom decal, the following files are needed:
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* '''[[#XML_File|XML File]]''' - What you select when loading the decal
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* '''[[#ColorMap|ColorMap]]''' - The texture for the decal
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* '''[[#NormalMap|NormalMap]]''' - Has normal information for the decal
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=== XML File ===
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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.
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<pre style="white-space: pre-wrap;">
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<?xml version="2.0" ?>
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<Type>generic</Type>
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<DecalObject>
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    <ColorMap>Data/Textures/Decals/Rocky/black_dust_c.tga</ColorMap>
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    <NormalMap>Data/Textures/diffusebump.tga</NormalMap>
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    <ShaderName>decal</ShaderName>
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</DecalObject>
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</pre>
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{| class="wikitable"
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|-
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! Tag !! Example use !! Description
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|-
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! ColorMap
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| <ColorMap>Data/Textures/MyColorMap.tga</ColorMap> || path to the color texture file (.tga, .tif or .png)
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|-
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! NormalMap
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| <NormalMap>Data/Textures/MyNormalMap.tga</NormalMap> || Path to the normal map texture file (.tga, .tif or .png)
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|-
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! ShaderName
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| <ShaderName>decal</ShaderName> || Name of shader to use from ../Overgrowth/Data/GLSL/ (.frag and .vert)
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|-
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|}
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=== ColorMap ===
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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.
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=== NormalMap ===
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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 17:18, 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).