Texture Guidelines: Difference between revisions

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* Specularmap: '''rough_grey_dirty_s.tga'''
* Specularmap: '''rough_grey_dirty_s.tga'''
* Editor Image: '''rough_grey_dirty_ed.jpg'''
* Editor Image: '''rough_grey_dirty_ed.jpg'''
== Material File Conventions ==
to be written


'''Do keep a backup of the ultra hi-res versions of your work as well as your working files (photoshop, gimp files).'''
'''Do keep a backup of the ultra hi-res versions of your work as well as your working files (photoshop, gimp files).'''
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== See also ==
== See also ==
* [[DDS creation]]
* [[DDS creation]]
* [[How to add Textures to The Dark Mod]]


{{tutorial-textures}}
{{tutorial-textures}}
{{needs-update}}

Revision as of 02:30, 30 October 2007

This should be a rough guideline for choosing the correct dimensions and format for your custom TDM texture.

Dimensions

  • Diffusemap: max. 1024 pixels (when used for smaller areas: 512)
  • Normalmap: max. 1024 pixels
  • Specular: max. 512 pixels
  • Editor image: max. 256 pixels

Compression Standards

  • Diffusemaps: DDS (DXT1/DXT3) as well as an TGA for the hires repository (can be RLE-compressed)
  • Normalmap: TGA (uncompressed)
  • Specularmap: DDS
  • Editor Image: JPG (not over-compressed)

Naming Conventions

Assuming your texture is named rough_grey_dirty, the names are

  • Diffusemap: rough_grey_dirty.dds
  • Normalmap: rough_grey_dirty_local.tga
  • Specularmap: rough_grey_dirty_s.tga
  • Editor Image: rough_grey_dirty_ed.jpg

Material File Conventions

to be written

Do keep a backup of the ultra hi-res versions of your work as well as your working files (photoshop, gimp files).

See also


The information in this article might be out of date and needs to be updated.