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textures:myfirst [2005-09-12 20:10]
Stormtrooper
textures:myfirst [2005-09-13 11:08]
Carsten Fixed the links to zip and tar.gz files, and indendation in <code> blocks.
Line 5: Line 5:
 Create your texture. Then save it into one of the supported file formats (those are: .jpg, .png, .tga, .bmp). Create your texture. Then save it into one of the supported file formats (those are: .jpg, .png, .tga, .bmp).
  
-Go into your Ca3DE directory (Ca3DE-MDK -> Projects -> Ca3D-Engine) and from there into the textures directory: Games -> DeathMatch -> Textures. There it should somehow look like this:+Go into your Ca3DE directory (Ca3DE-MDK -> Projects -> Ca3D-Engine) and from there into the textures directory: ​**Games -> DeathMatch -> Textures**. There it should somehow look like this:
  
-[[javascript:​mediaSelect('​textures:​tut1_1.jpg'​)|{{lib/​exe/​fetch.php?​w=120&​media=textures%3Atut1_1.jpg}}]]+{{textures:​tut1_1.jpg}}
  
 Now create a new directory, I call mine "​tutorial"​. Go into it and place your texture there. I call my texture "​texture1",​ it consists of a diffuse map, a normal map and a specular map. I add endings to the different textures to exactly know which texture is which type. My diffuse maps have a _diff tag in their name, normal maps get _norm, specular maps get _spec and luminance maps _lum (not necessary to give them those tags though). Now create a new directory, I call mine "​tutorial"​. Go into it and place your texture there. I call my texture "​texture1",​ it consists of a diffuse map, a normal map and a specular map. I add endings to the different textures to exactly know which texture is which type. My diffuse maps have a _diff tag in their name, normal maps get _norm, specular maps get _spec and luminance maps _lum (not necessary to give them those tags though).
Line 16: Line 16:
 <​code>​Textures/​directory_name(in which the textures are palced)/​texture name <​code>​Textures/​directory_name(in which the textures are palced)/​texture name
 { {
-type_of_texture Textures/​directory_name/​texture_patch +    ​type_of_texture Textures/​directory_name/​texture_patch
 } }
 </​code>​ </​code>​
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 Textures/​tutorial/​texture1 Textures/​tutorial/​texture1
 { {
-diffusemap Textures/​tutorial/​texture1_diff.jpg +    ​diffusemap Textures/​tutorial/​texture1_diff.jpg 
-normalmap Textures/​tutorial/​texture1_norm.jpg +    normalmap Textures/​tutorial/​texture1_norm.jpg 
-specularmap Textures/​tutorial/​texture1_spec.jpg +    specularmap Textures/​tutorial/​texture1_spec.jpg 
-lightmap $lightmap+    lightmap $lightmap
 } }
 </​code>​ </​code>​
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 It's easy, isn't it? And that's already it! You can save it as yourshadername.cmat or within another shader and it will work. Start your mapping editor and you will be able to use the texture! It's easy, isn't it? And that's already it! You can save it as yourshadername.cmat or within another shader and it will work. Start your mapping editor and you will be able to use the texture!
  
-Download: Tutorial example files (.zip file) +**Download:** {{textures:​tut-textures.zip|Tutorial example files (.zip file)}} 
-Download: Tutorial example files (.tar.gz file)+**Download:** {{textures:​tut-textures.tar.gz|Tutorial example files (.tar.gz file)}}
  
  
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 Models/​Static/​mymodelname/​a_name_for_my_skin Models/​Static/​mymodelname/​a_name_for_my_skin
 { {
-diffusemap Models/​Static/​a_name_of_my_skin_diff.png +    ​diffusemap Models/​Static/​a_name_of_my_skin_diff.png 
-normalmap Models/​Static/​a_name_of_my_skin_norm.png +    normalmap Models/​Static/​a_name_of_my_skin_norm.png 
-specularmap Models/​Static/​a_name_of_my_skin_spec.png+    specularmap Models/​Static/​a_name_of_my_skin_spec.png
  
-red ambientLightRed +    ​red ambientLightRed 
-green ambientLightGreen +    green ambientLightGreen 
-blue ambientLightBlue+    blue ambientLightBlue
 } }
 </​code>​ </​code>​
textures/myfirst.txt · Last modified: 2013-01-07 12:07 (external edit)