Modding:Textures/ru: Difference between revisions

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Это полезный метод, поскольку как «металл», так и «дерево» могут быть назначены нескольким кубам в форме JSON.
Это полезный метод, поскольку как «металл», так и «дерево» могут быть назначены нескольким кубам в форме JSON.


=== Voxelized Texture Shapes ===
=== Воксилезированная текстура формы ===


If you decide you want a variant of an item to not be rendered using a JSON shape you can use the "voxelizeTexture property when defining a shape. Lets take a look at what the redmeat JSON does:
If you decide you want a variant of an item to not be rendered using a JSON shape you can use the "voxelizeTexture property when defining a shape. Lets take a look at what the redmeat JSON does:

Revision as of 11:57, 22 July 2020

Перед настройкой текстур рекомендуется сначала прочитать страницы Basic Item, Basic Block и Basic Entity чтобы понять это руководство.


Текстурирование предмета

Плоское текстурирование

Текстурирование ваших предметов и блоков в vintage story довольно простое, но есть некоторые вещи, которые следует учитывать при использовании форм. Начнем с использования плоской текстуры для элемента:

texture: { base: "item/resource/texture" }

Если у вашего элемента есть вариация, вы также можете использовать его в текстурах, даже без функции byType:

texture: { base: "path to texture/texture-{variant}" }

Текстурирование формы

Если ваш элемент отображается с пользовательской формой, используя shape: { base: "path to shape" } вы можете управлять его текстурами, используя множественную версию "textures". Для этого необходимо использовать один и тот же идентификатор "#texture" который используется на каждой стороне куба формы.

Давайте посмотрим на пример. Сначала мы рассмотрим несколько кубов в форме JSON:

{
  "name": "Cube_1",
  "from": [ 0.5, 0.0, 2.0 ], 
  "to": [ 5.5, 1.0, 2.5 ], 
  "rotationOrigin": [ 1.0, 0.0, -1.0 ],
  "faces": {
    "north": { "texture": "#metal", "uv": [ 0.0, 0.0, 5.0, 1.0 ] },
    "east": { "texture": "#metal", "uv": [ 7.0, 3.0, 7.5, 4.0 ] },
    "south": { "texture": "#metal", "uv": [ 1.0, 2.0, 6.0, 3.0 ] },
    "west": { "texture": "#metal", "uv": [ 7.0, 0.0, 7.5, 1.0 ] },
    "up": { "texture": "#metal", "uv": [ 0.0, 3.0, 5.0, 3.5 ] },
    "down": { "texture": "#metal", "uv": [ 0.0, 0.0, 5.0, 0.5 ] }
  }
}
{
  "name": "Cube_2",
  "from": [ 0.5, 0.0, 2.0 ], 
  "to": [ 5.5, 1.0, 2.5 ], 
  "rotationOrigin": [ 1.0, 0.0, -1.0 ],
  "faces": {
    "north": { "texture": "#wood", "uv": [ 0.0, 0.0, 5.0, 1.0 ] },
    "east": { "texture": "#wood", "uv": [ 7.0, 3.0, 7.5, 4.0 ] },
    "south": { "texture": "#wood", "uv": [ 1.0, 2.0, 6.0, 3.0 ] },
    "west": { "texture": "#wood", "uv": [ 7.0, 0.0, 7.5, 1.0 ] },
    "up": { "texture": "#wood", "uv": [ 0.0, 3.0, 5.0, 3.5 ] },
    "down": { "texture": "#wood", "uv": [ 0.0, 0.0, 5.0, 0.5 ] }
  }
}

Теперь мы можем назначить ссылки #texture из нашего элемента или блока JSON, используя этот формат, который также может использовать варианты в обычном формате:

textures: {
  "metal": {base: "path to metal texture" },
  "wood": {base: "path to wood texture" }
},

Это полезный метод, поскольку как «металл», так и «дерево» могут быть назначены нескольким кубам в форме JSON.

Воксилезированная текстура формы

If you decide you want a variant of an item to not be rendered using a JSON shape you can use the "voxelizeTexture property when defining a shape. Lets take a look at what the redmeat JSON does:

shapebytype: { 
  "redmeat-vintage": { base: "item/empty", voxelizeTexture: true },
  "*": { base: "item/food/meat/red" },
},
texturesbytype: {
  "redmeat-raw": { 
    "meat": {base: "item/food/meat/raw" }
  },
  "redmeat-cooked":  { 
    "meat": {base: "item/food/meat/cooked" }
  },
  "redmeat-cured":  { 
    "meat": {base: "item/food/meat/cured" }
  },
  "redmeat-vintage": {
    "item/empty":  { base: "item/food/meat/vintage" }
  }
},

We can see here that only the "vintage" variant will be rendered as a regular voxelized item texture, while the rest will use the redmeat shape and apply their texture to it.

Texturing a Block

Simple Block

Blocks are textured a little differently since they default to generic "cube" shape. This means they don't use the singular "texture" method, and instead always use a version of the plural "textures":

textures: {
  all: {base: "path to texture*"}
},

Texturing Other Block Faces

When assigning textures "all" will give every side the same texture, but we can easily customize each side, especially if we want to use some block behaviors like "Pillar" or "HorizontalOrientable":

textures: {
  up: { base: "path to top texture" },
  down: { base: "path to bottom texture" },
  south: { base: "path to back texture" },
  north: { base: "path to front texture" },
  west: { base: "path to left texture" },
  east: { base: "path to right texture" },
},

Keep in mind that if you're using the "Pillar" or "HorizontalOrientable" behaviors you'll need directional variants for each (such as updown, northsouth, eastwest etc.) and you'll likely have to organize it using the ByType functionality. A great example of this is the log (Pillar) and altar (HorizontalOrientable) JSONS.

Texturing an Entity

Basic Entity Texture

All entities utilize a shape, but generally they are applied using a single entity map texture, which is essentially a texture file with each cube side mapped onto it. Doing this manually would be incredibly tedious, and is best done with the Vintage Story Model Builder found here.

Once you have your properly mapped out texture you can assign it to your entity:

texture: { base: "path to texture map" }

Alternative Entity Textures

after defining the first texture, you can also add alternatives to the same entity. Lets look at the Wolf for an example:


texture: { base: "entity/wolf/wolf1", alternates: [ { base: "entity/wolf/wolf2" }, { base: "entity/wolf/wolf2" }, {...} ] }

Each successive alternative should be numbered (starting with 1).

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