User:Frost Salamander
From The DarkMod Wiki
TDM Files and Contents
Content | File path | Notes |
---|---|---|
Skins | tdm_models_decls01.pk4\skins | skin files shipped with TDM |
Script Constants | tdm_base01.pk4\script\tdm_defs.script | constant values. Useful if you need to know the literal values for use in your scripts. |
Script Objects | tdm_base01.pk4\script | various script objects for entities. |
tdm_ai_humanoid_newskel.def | tdm_ai_humanoid_undead01.pk4\def\tdm_ai_humanoid_newskel.def | Base class for all TDM humanoid entities |
GUI Icons | tdm_gui01.pk4\dds\guis\assets\hud\ | HUD icons. e.g. loot, potions, etc |
sound shaders | tdm_sound_ambient_decls01.pk4\sound | ambient environmental sound shaders |
materials definitions | tdm_textures_base01.pk4\materials | base materials files |
Creating a material using existing images (e.g. from textures.com) using GIMP
This will describe how to create your own texture (material) using an image found on the internet. I will use textures.com as an example.
Ensure that the license for whatever source you use is appropriate for TDM (e.g. allows use in video games)
We will end up with 3 image files and one materials file:
- diffuse map (the base image with colour details, etc)
- normal map (faked bump/dent data)
- DarkRadiant editor icon
This doesn't cover creation of a specular map. This isn't needed unless your material needs a shiny surface (e.g. metal or wet surfaces).
Obtain your image
- Log into textures.com and find an image you like. Make sure it's seamless if it needs to be tiled/repeatable (e.g. for bricks or walls). If it's something like a door or window, it doesn't need to be seamless. There is normally a JPG format that that is close to or exactly 1024x1024 pixels. Download it.
Create the Diffuse Map (DDS)
- Open the image in GIMP and choose File -> Export as... Choose 'Select File Type (By Extension)' at the bottom of the dialogue and select 'DDS Image' and click 'Export'
- On the next pop-up, choose 'BC3 / DXT5' for Compression and select 'Generate mipmaps'. Leave everything else as default. (ADVICE NEEDED) Click 'Export'
- Name the file 'texturename.dds'
Create the Normal Map
- With the original image open in GIMP, select Filters -> Generic -> Normal Map..
- The only thing I adjust here is the 'Scale' property. For things like bricks, I use a value < 5 or else the finished texture will look very grainy in TDM. For stuff like doors, a value of about 10 looks OK.
- After adjusting the scale, click 'OK'
- Choose 'Select File Type (By Extension)' at the bottom of the dialogue and select 'TarGA Image' and click 'Export'
- On the next pop-up, untick 'RLE compression' and leave 'Origin' at 'Bottom left'. Click 'Export'. (ADVICE NEEDED)
- Name the file 'texturename_local.tga'
Create the editor icon
- Since you've modified the image, either close and re-open the image in GIMP, or go back in your Undo History in GIMP and select the original image before you made any changes. It will be called '[ Base Image ]'.
- Choose Image -> Scale Image... from the menu.
- On the dialogue, either scale it to 256x256 px (if it was a 1024x1024 image originally), or just scale it down to 25% if it was something else. Click 'Scale'.
- Choose File -> Export as... Choose 'Select File Type (By Extension)' at the bottom of the dialogue and select 'JPEG Image' and click 'Export'
- On the next pop-up, untick all the 'save data' boxes except for 'Save color profile' (ADVICE NEEDED). Click 'Export'
- Name the file 'texturename_ed.jpg'
Create TDM materials file
- Within your FM folder, save all your images in the appropriate TDM folder structure. Just follow the existing conventions. For example your DDS files go into 'dds/textures/darkmod/stone/brick' and your normal map and editor files go into 'textures/darkmod/stone/brick'
- Create the materials file as follows below. Give it a name like 'mybricks.mtr' and put it in the /materials folder in your FM. The material name as it appears in DarkRadiant appears at the top.
textures/darkmod/stone/brick/bricks_dirty { stone description "vine_friendly" qer_editorimage textures/darkmod/stone/brick/bricks_dirty_ed diffusemap textures/darkmod/stone/brick/bricks_dirty bumpmap textures/darkmod/stone/brick/bricks_dirty_local }