User:Enetheru/Map Features: Difference between revisions
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there is a 1:1 ratio for the obj model values to the pixel values of the ground texture. | there is a 1:1 ratio for the obj model values to the pixel values of the ground texture. | ||
in other words, a 2x2 map that has a texture resolution of 1024x1024 can contain a model that is 1024x1024 dimensions | in other words, a 2x2 map that has a texture resolution of 1024x1024 can contain a model that is 1024x1024 dimensions | ||
== caveats == | |||
* the tex1 image needs to have a completely black alpha channel so that team colours do not override the diffuse values. | |||
* the UV coordinates need to be mirrored on the V axis(y) | |||
Revision as of 07:35, 24 August 2012
seriously dammit I cant seem to categorise/organise the various models/animations etc inmy mind so that I can start on docs for them..
afaik, and this is arbitrary, there are CEG's, Features, Units, Buildings, but they are all basically the same thing, some have more detail than others..
so if we lump them under one heading like maps, whats the simplest, and then how can we extend that simple idea?
- Static Model multiple pieces
- textures
- Corpses
- animation scripts
- particles
- Shaders
And in what capacity can they be used in game?
- map feature
- effect
- unit
- building
Static Map Feature
mapcontainer.sdd/
features/
feature.lua
objects3d/
model.obj
model_heirarchy.lua
unittextures/
textures.png
Scale
there is a 1:1 ratio for the obj model values to the pixel values of the ground texture. in other words, a 2x2 map that has a texture resolution of 1024x1024 can contain a model that is 1024x1024 dimensions
caveats
- the tex1 image needs to have a completely black alpha channel so that team colours do not override the diffuse values.
- the UV coordinates need to be mirrored on the V axis(y)