![]() This way you can draw the model with far fewer polygons yet still retain a high level of detail. It effects how the lighting is calculated, creating the illusion of shadows on the model. DDS file that is used as a filter by DirectX for bump mapping. Any colors placed here will be blended with the team color, creating a dark muddy hue. These can be changed slightly with shading but they will always try and show the lords colors through in certain areas. There are also the areas that show the player color. You can convert the image to grey scale and then add a new layer of transparent colors to tint the existing shading. This can work for modifying existing skins. ![]() Once the shading is done, you then add a layer of transparent colors over the shading work. That way you are not distracted by getting colors right and can work on the shading. ![]() If your using DXTbmp, the whole image might need to be mirrored before saving.Ī common method of making new skins is to start with a grey scale palette. If you draw a symbol on the lords cape, for instance, it will appear backwards in play when you are zoomed in, but not if you are zoomed out some. DDS files are stored upside-down compared to other file types and in the way they are sometimes stretched on the model. A word of warning, don’t try and reskin the Jester for your first project, his layout is a nightmare! Another warning. Sometimes it is necessary to place bright contrasting marks on the skin just to see where that part is used in play. Some areas will be obvious where they are applied. The placement of the parts of the image are mapped out as part of the. Changing any textures in Stronghold 2 and Legends is simply a matter of using the old texture as a guide.
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