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Mesh Textures

volkan's picture

I got some information from Frilly Wumpus about mesh textures while trying to create some mods for U5Lazarus. I was having difficulties because textures were PSD, also ran into the same problem in v1.5 mods.

Quote:
No, not for mesh textures.. just for UI textures. Mesh textures need to be RAW and mipmapped.

You can take a look out on the Abstraction website tools area:

http://www.dsabstraction.com/tools.htm

You can get the DS1 Tool compilation and in there is a utility called PSD2Raw that will generate the Raw file for you. That's pretty much the only place I know of where that utility is now..since most of the other DS1 sites have shut down.
_
Frilly Wumpus
Technical Director
Ultima V:Lazarus
The Ultima 6 Project
Project Britannia

Might be a good idea to convert every file back to RAW.

We need to reupload those tools when everything is set for the new modrepository that I am working on.
The current one scares people from uploading..

Can PSD2Raw do batch operations?

volkan's picture

Yes, there is a "Process Sub-Folders" option.

Ok, that is good.

I wonder why the rules for mesh textures and UI textures are different. Did he say?

volkan's picture

No, he did not. But now you have me wondering.

The in-game mesh and node textures' detail depends on the camera distance. The UI is always at a fixed scale, so doesn't need mipmaps.

Abstraction site
Dungeon Raider

volkan's picture

As we all know, the type90 helmet mesh is special so as to make a variety of helms from one mesh. What makes it special is beyond my understanding as I have no experience in 3d modeling/meshes as of yet, cannot explain how it works, but can grasp enough to do what I want with it. I may attempt a tutorial at a later date and let our resident experts add comments to help explain what is going on, but for now I will just do a simple post and hope it is enough.
This image I borrowed from a post at HF by DDLullu as I cannot open mesh images: I color-coded it to help explain where the art texture is applied to the mesh.

Here is the Bone Crown texture/color-coded alpha:

Here is the Mac Daddy texture/color-coded alpha/original alpha:

The "cyan" in the above illustrations is there on the mesh, but hidden underneath of the top of the hat. Anything black in the alpha channel makes that part of the mesh invisible.

volkan wrote:
As we all know, the type90 helmet mesh is special so as to make a variety of helms from one mesh. What makes it special is beyond my understanding as I have no experience in 3d modeling/meshes as of yet

What makes the type 90 special is that it can use alpha channels to create entirely different *looking* helms using one single mesh.

Here is the hat with no alpha channel at all, and you can see that it combines the visor, the headband, and the feather all in one mesh...the alpha channel lets you decide which one appearance you want to use and which one you want to "block".

So for example, you can change the skin of the warlock hat (type 50) but it will always have the same shape (skeleton under the skin sort of) no matter what. With the type 90, the alpha channel lets you "fake" it, by seeming to "change" the mesh but it is an illusion. As far as I know, the type 90 is the only hat that uses alpha channels like that.

volkan's picture

Wondering about the significance/meaning of the following lines in art/texture.gas files.
layer1alphaarg1
layer1alphaarg2
layer1alphaop
layer1colorarg1
layer1colorarg2
layer1colorop

What exactly is "arg1, arg2 and op"? And how do they affect the mesh? See different qualifiers like "diffuse, add, blendcurrent, arg1, arg2, current etc.", but not sure what they actually do to the final texture.