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Source sdk custom textures
Source sdk custom textures













source sdk custom textures

Vertical constraints: 1st row (TW0-TW3) can be used for any height of building, but the others (TW4-TW11) are only on building groups that have some part that is at least 8 floors high.

source sdk custom textures

Horizontal splits: First 3 columns can be slit into 4 4th column is never split Roof junk mapping: SW uses JW for sides, JR for tops (eg SW5 will use JW5 and JR5) Tall Walls (eg SW0, which is in the 1st column, is 4 times more likely to be used than SW3, which is in the 4th column) Roof mapping: columns map to similar column in yellow range R0-R3 (eg SW2 and SW6 both use R2) Top row (SW0-SW3) – can split into 2 parts 2nd row (SW4-SW7) – can split into 3 parts

  • Orange (SW0 – SW7): Short walls (used when all buildings in grouping are 3 floors or less).
  • The texture page above has the following layout: The following sections explain the layout of the texture atlas that is used and how to customize it. There are different versions for Day, Night and Snowy that can be used as seen fit. Our building texture page as shown below is responsible for texturing all buildings in the map.















    Source sdk custom textures