How to add Textures to The Dark Mod

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Create your texture

This is mostly artwork. Be sure to start off with useful raw material with a reasonably high resolution. Where possible, work from photo-references. A basic guide can be found here: Texture Creation - Basic Tutorial.

A few things to remember: Make sure your texture dimensions are a power of 2 (eg, 128, 256, 512, 1024, etc). Other common mistakes can be found here: Common Texture Mistakes

Save your Texture in the correct Format

Save the diffusemap, the normalmap and an optional specularmap to a TGA file. The Texture Guidelines will help you choosing the correct resolution. The TGA files are supposed to be uploaded to our hi-res repository for future reference.

Once your TGA file is saved, you will have to create DDS files for the diffuse and specular as well. These are smaller in size and can be loaded faster by the engine. Follow the DDS creation guide to learn how to create the DDS files in the correct formats.

When you upload textures, be sure to upload the files to the right spot. The .dds diffuse and specular go in the dds/textures/ folder structure. The .tga normalmap goes in the textures/ folder structure. The .tga of the diffuse and specular is needed as well in case we ever want to make modifications to the texture or new textures based on the old. Opening and resaving .dds files results in loss of detail, so all new versions of textures should be made from the .tga files. Save the diffuse and specular .tgas to the hires repository.

Name your Texture

You should give your texture a descriptive name, usually three words, like "rough_dark_flagstones01.tga". Try to think about what mappers might want to know when looking for your texture. If the name is really distinctive, then a number is probably not necessary, but for other names a number might be appropriate.

If your texture tiles only in one direction, include the phrase "tiling_1d" at the end of the name. If your texture does not tile (repeat) at all, add the phrase "nontiling".

Diffusemaps should have no extension to their name. Normalmaps should have a "_local" extension at the end of their name. Specular maps should have a "_s" extension.

Move the Texture to the right Location

The Texture Folder Structure can help you finding the right folder for your texture.

Name your Material Entry

Your material entry should be added to the .mtr file that has the same name as the folder your texture is saved in. For example, the material entry for a texture saved in "textures/darkmod/wood/panels" should be saved in the .mtr file, "tdm_wood_panels.mtr".

You should name your material entry the same name as your diffuse texture, including the folder path structure (eg, "textures/darkmod/wood/panels/rectangle_oak_face"). (Do not add .tga or .dds to the end.) The only time this differs is when you multiple shaders are using the same diffusemap, or when your texture doesn't tile (or tiles in only one direction). In the latter case, you would add "/nontiling/" or "/tiling_1d/" to the end of the folder structure (a 'virtual' folder, essentially). (The textures used to be separated like that in the actual folder structure, but due to D3's inability to read .dds files five folders deep, they had to be moved.)