Custom Decals: Difference between revisions
Silverfish (talk | contribs) Changed the text to be more specific. |
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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[[Category: Tutorials]] | |||
* | [[Category: Modding]] | ||
[[Category: Overgrowth]] | |||
[[File:Decal blood.jpg|thumb|alt=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, [[Lighting#Shadow_decals|ambient shadows]] and footprints use them too. | |||
== Files == | |||
To create a custom decal, the following files are needed: | |||
* '''[[#XML_File|XML File]]''' - What you select when loading the decal | |||
* '''[[#ColorMap|ColorMap]]''' - The texture for the decal | |||
* '''[[#NormalMap|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. | |||
<pre style="white-space: pre-wrap;"> | |||
<?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> | |||
</pre> | |||
{| class="wikitable" | |||
|- | |||
! 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). | |||
Latest revision as of 10:18, 10 March 2018

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).