Editing Blender To Zero-K
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 62: | Line 62: | ||
The core_other.dds is the tex2 file, so it is split into RGB channels and each of these channels appropriately processed and connected to the relevant part of the material. | The core_other.dds is the tex2 file, so it is split into RGB channels and each of these channels appropriately processed and connected to the relevant part of the material. | ||
− | Finally the core_normals.dds contains a direct-x formatted normal map, so it is converted to an openGL format by inverting just the Green | + | Finally the core_normals.dds contains a direct-x formatted normal map, so it is converted to an openGL format by inverting just the Red and Green channels and is then passed through the normal calculation node to convert the image into a vector map, and then the vector map passed to the shader. |
TODO: Provide a blend file here that already has this material set up, just need to plug in textures. Or just include atlas texture. Airpad_packed.blend is sadly larger than 2mb so the wiki will not host it. | TODO: Provide a blend file here that already has this material set up, just need to plug in textures. Or just include atlas texture. Airpad_packed.blend is sadly larger than 2mb so the wiki will not host it. | ||
Line 96: | Line 96: | ||
}</pre> | }</pre> | ||
− | Obviously if you are not using the atlas textures you will need to replace those names with the actual texture files you intend to use. There are several other things that may need to be in this file, but as these differ per-unit you will need to decide what, if anything, to provide | + | Obviously if you are not using the atlas textures you will need to replace those names with the actual texture files you intend to use. There are several other things that may need to be in this file, but as these differ per-unit you will need to decide what, if anything, to provide. |
== Set up Zero-K mod that contains and uses your files == | == Set up Zero-K mod that contains and uses your files == | ||
− | |||
− | |||
− | == | + | == Run Zero-K and point at your mod == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | + | == Fix whatever isn't right == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== The other bits == | == The other bits == | ||
Line 178: | Line 153: | ||
<pre> | <pre> | ||
− | buildingGroundDecalDecaySpeed = 30, --Seconds decal | + | buildingGroundDecalDecaySpeed = 30, --Seconds decal fades in or out of existence? |
− | buildingGroundDecalSizeX = 12, --Size of | + | buildingGroundDecalSizeX = 12, --Size of decal X axis in footprint units |
− | buildingGroundDecalSizeY = 12, --Size of | + | buildingGroundDecalSizeY = 12, --Size of decal Y axis in footprint units |
buildingGroundDecalType = [[unitname_aoplane.dds]], --filename of decal | buildingGroundDecalType = [[unitname_aoplane.dds]], --filename of decal | ||
Line 192: | Line 167: | ||
=== unitpic === | === unitpic === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |