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PostPosted: Fri Aug 02, 2013 4:54 am 
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Joined: Tue May 01, 2012 8:54 pm
Posts: 18
Hey,

How would I go about creating my own texture replacements for buildings and for the terrain grass/asphalt/road ect.?
I'm not asking how to make the image files themselves, but how I would go about implimenting new/replacement assets in rwr to give my map it's own unique look?


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PostPosted: Fri Aug 02, 2013 12:40 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The quick and easy way out is to just override the textures by having a file named exactly the same in your map folder. You may need to dig around to figure out what those texture names are, unless you took the basis for your map from one of those vanilla maps that already use this same trick to change the appearance in some assets.

For terrain, your map should have a bunch of config rects on material layer on the far top left side.

The terrain config boxes feature settings such as
Code:
index = 0;
texture = dirt.png;
scale = 0.01 0.01;
auto_decoration_texture = ground_decoration.png;
auto_decoration_texture_atlas_cell = 0 1 2 2;
auto_decoration_texture_atlas_cell = 1 1 2 2;
auto_decoration_multiplier = 4;
auto_decoration_size = 0.25;
auto_decoration_density = 0.05;

You can either change the texture filename to point to one of your own, or override dirt.png by having one in your map folder. Auto-decoration stuff is used to create those grass-like effects.

The surface config rects have a few extra fields not strictly related to terrain, the last two rects referring to roofs and non-terrain platforms, not sure in which order to be honest.

***

For buildings, the easy way out again is just to override wall_atlas1.png for changing the selective detail texture and building_atlas*.png for the foreground. If you replace the contents with something similar in context, the pieces and patterns declared to work with those atlases for vanilla will work for you too.

If you want to go deeper than that, you can always change or add building configs on material layer.

Spoiler:
Building configs have stuff like this:
Code:
name = BuildingWhite2;
color = stroke;
color_variance = 0.0 0.2 0.2;
# plain;
detail_texture = wall_atlas1.png;
detail_texture_atlas_cell = 2 1 4 4 0.015625 0.015625;
detail_texture_scale = 3 3;
1st_floor_1 = apartment1_1st_floor;
1st_floor_2 = apartment1_1st_floor;
1st_floor_3 = apartment1_1st_floor;
1st_floor_4 = apartment1_1st_floor;
other_floor_1 = apartment1;
other_floor_2 = apartment1;
other_floor_3 = apartment1;
other_floor_4 = apartment1;
roof_color = fill;
roof_color_variance = 0.01 0.1 0.1;
roof_texture = concrete_roof.png;
roof_scale = 8.0 8.0;


Those floor fields above point to building styles, which have stuff like this:
Code:
name = apartment1_1st_floor;
sequence = apartment1_1st_floor_door_wide1_l, apartment1_1st_floor_door_wide1_r;
sequence = apartment1_1st_floor_door_wide1_l, apartment1_1st_floor_door_wide1_r;
sequence = apartment1_1st_floor_window;
sequence = apartment1_1st_floor_window;
sequence = apartment1_1st_floor_window;
sequence = apartment1_1st_floor_empty;
sequence = apartment1_1st_floor_empty;
sequence = apartment1_1st_floor_window, apartment1_1st_floor_empty;


The building texture pattern generator takes these and comes up with patterns. If a sequence declares several pieces, those pieces are always included in a row in the pattern. The trick to declare sequences several times makes certain sequences have more weight to be chosen by the generator than others.

For total control, you could declare sequences that have lots of pieces in a row, and a sequence for every building side length you might need. If I'm not mistaken, the pattern generator always prefers to use as big sequences as possible first, and only after that try to assemble something from the set of smaller sequences.

Finally you have texture groups, basically they map a name used in building styles to xy-indices in a specific building atlas. The ones that declare many indices try to say all of the indices are usable for same purpose, free to be randomly picked by the pattern generator.
Code:
empty = 0,0;
shop1_l = 0,1 2,1 4,1;
shop1_r = 1,1 3,1 5,1;
shop1_door_l = 6,1;
shop1_door_r = 7,1;
apartment1_window = 1,0 2,0 3,0 4,0 5,0 6,0 7,0;
apartment1_window_wide1_l = 0,2 2,2;
apartment1_window_wide1_r = 1,2 3,2;
apartment1_window_wide2_l = 4,2 6,2;
apartment1_window_wide2_r = 5,2 7,2;
apartment1_small_window = 0,3;
apartment1_1st_floor_door = 1,3;
apartment1_1st_floor_door_wide1_l = 2,3;
apartment1_1st_floor_door_wide1_r = 3,3;
apartment1_1st_floor_window = 4,3;
apartment1_1st_floor_empty = 5,3;
apartment1_1st_floor_poster_wide1_l = 6,3;
apartment1_1st_floor_poster_wide1_r = 7,3;
house_window = 0,1 1,1 2,1 3,1 4,1 5,1 6,1 7,1;
house_empty = 0,0;
house_door = 2,0;
shop2_shutter_l = 0,2;
shop2_shutter_c = 1,2;
shop2_shutter_r = 2,2;
shop2_shutter2_l = 3,2;
shop2_shutter2_r = 4,2;


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PostPosted: Sat Aug 03, 2013 10:47 pm 
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Joined: Tue May 01, 2012 8:54 pm
Posts: 18
Thank you, pasik! I'll probably have more questions once I dive more into this. :)


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