Textures are created in your own preferred art program, saved as a ".dds" file, and then made available to HeroEngine via the Repository Browser.
A few sample texture files are made available with Clean Engine, but the rest must be created by your own artists.
Types of textures
A texture file could be formatted in multiple ways, such as:
- A single stand-alone image, such as a logo
- A background texture, such as for a GUI element
- A collection of multiple related images, such as different textures of different kinds of rocks, or different flags that might appear in a town
- A flattened out texture that would then get wrapped around the 3D model of a creature, like a monster's hide
- A specific layer of a type of texture, for example just the tints on the bumps of a kind of clothing item
- A flattened out cube that might represent the scene that is visible around a particular object
Different textures for a heightmap can be chosen by clicking on the Texture Tool on the Terrain panel. Note that there can be different textures for the "color" of the heightmap and the "bumpiness" of the heightmap.
- The displayed color or image, is called the Diffuse Texture. These textures must have a _d suffix, such as grass_long_green01_d.dds
- The "bumpiness" texture is called the Bump+Spec or Normal Texture. These textures must have a _n suffix, such as grass_long_green01_n.dds
For more information, see:
- Creating textures
- Quick instructions on how to create an external texture, and import it into the Repository Browser
- GUI Textures and State Presentation
- How to add textures to GUI Controls
- Dynamic Texture Banks
- Creating layered textures for use on characters
- Cube Maps
- A type of texture that represents a scene surrounding an object
- Speed Trees
- Creating the textures for trees, which are then imported into HeroEngine via the Repository Browser
- Creating Animated UVs
- A way to provide for animated textures which move through different coordinates
- Terrain tutorial - Part 4
- How to add textures to heightmap nodes when designing an area
- See also: Keyboard shortcuts
To temporarily turn off textures, press Ctrl-N (this only works in fly mode).
- Textures must be dds files, and the texture path is relative to the model path. So if your model is in .../MyComputer/MyArt/MyModels/ and your texture is in .../MyComputer/MyArt/MyTextures/, your model now knows where to find its texture. When you upload it to the server via the repository browser it will then look to find its texture in the same relative path. So you would need to upload your model to .../MyRepository/MyArt/MyModels/ and you would need to upload your textures to .../MyRepository/MyArt/MyTextures. This is why we have the concept of the Art_Depot. But if you get confused, just put all your models and textures in the same folder on your local machine, then have them all in the same folder on the server, until you get your feet wet.
- There are two special exceptions to "put your stuff anywhere". The select terrain texture dialog looks in \World\LiveContent\TerrainMaps\ and its sub-directories for terrain textures. Make sure to add your terrain textures there, or they will not be found by the select texture dialog. And Dynamic characters must have the Character\Dynamic_2 folder as their root. It is required that character files go inside the Character/Dynamic_2 folder, but you may create subfolders in anyway you like.
- Creating and exporting assets from your art program into HeroEngine via the Repository Browser
- Advice on how to plan for quantity of polygons and texture sizes in your game