

Most 3D modeling programs have a feature, or a plug-in or tutorial on how to render out normal maps for an object. Basically the red colors show direction in one axis and the green colors show the direction in the other. This is the same object, but tells us where the angles and curves are and allows the 3D-effect lighting to work correctly. The image on the right is the 'normal' map. We save them in AL format, with 8 bits of color plus 8 bits of alpha, mip-maps enabled. You can get a DDS exporter for photoshop, paintshop pro and most other graphics programs. If we were calling this new object 'newcockpit', this image would be called newcockpit.dds, and saved in 'dds' format. The original artwork for GSB2 involved 3d-modeling a basic shape, and then rendering it from a top down view without any lighting, so it had no shadows or shading.

The first image is the sprite, and it contains both the color information for the object, and the alpha map (not visible) which is basically transparency information for it. We call them the sprite and the normal map.

You will need access to a 3d Modeling program as well as the ability to edit text files using an editor such as notepad(free with windows) or textpad 32.įirstly lets see the two basic images that you are going to need to add a component to the game. This is a technical guide for modders who wish to add new ship graphics to the game Gratuitous Space Battles 2.
