Difference between revisions of "Custom Decals"
m |
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?''') |
||
(10 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category: Tutorials]] | [[Category: Tutorials]] | ||
[[Category: Modding]] | [[Category: Modding]] | ||
[[Category: Overgrowth]] | [[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 17:18, 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.
Contents
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).