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Fix formatting in client/Texture
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docs/client/texture.md

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# Texture
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## Texture Editing
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There are 2 types of Texture editing. The first is editing the ground textures of maps the second is the textures of
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Map textures are easy to make, load Photoshop, paint .net or even just paint and create a square image (Normal map
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images are either 256x256 or 512x512 pixels) then draw your image and save it as a 256 color bmp (You can make them
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higher but 256 color images take less space, have less issues and you don't need all the extra colors) to what ever
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locaion you desire in your client's data folder (You can make your own folder when it's your textures for your maps).
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location you desire in your client's data folder (You can make your own folder when it's your textures for your maps).
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## Adding A Texture To A Map
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If you are using Browedit you'll need to edit the texture text file within Browedit's data folder (It can be handy to
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make your own but if you do you will have to add it to the config file your using). The texture files are structured in
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a simple way, which is, menu location and display name followed by directory location then file name (Eg.
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sets/prontera/forest/grass_path-curve1\|Çʵå¹Ù´Ú\pron-dun-03.bmp). You can even set out how you want the menu listing
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`sets/prontera/forest/grass_path-curve1\|Çʵå¹Ù´Ú\pron-dun-03.bmp`). You can even set out how you want the menu listing
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for added sections by simply having just the menu location listed without any display names or file or folder listings
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(Eg. floor/carpet/\|). This way you can structure your texture file at the beginning and list the textures afterwords.
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(Eg. `floor/carpet/\|`). This way you can structure your texture file at the beginning and list the textures afterwords.
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If you have successfully added your next map texture or textures to one of Browedit's texture files you'll be then able
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to find your texture in the texture window under what you put it under. If you are having trouble with the texture file
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just follow how one of the files is listed in there already.
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## Replacing a Model's Texture
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With Browedit replacing a model's texture is as easy as pie. Load browedit and under 'Windows \> RSM Editor' open the
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With Browedit replacing a model's texture is as easy as pie. Load browedit and under `Windows > RSM Editor` open the
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model you wish to edit then click the texture you wish to replace and in the texture window (Just like map textures you
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will have to have added your model texture or textures if you wish to replace any textures) and once you have clicked on
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the new texture the old will be replace by the new and you can save your creation. It's that simple.
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- Note. If you do not want to replace a model's texture but instead make a copy and replace it then just remember to
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click 'save as' (as save will replace the opened model) and rename the model file and then just like the map textures
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click `save as` (as save will replace the opened model) and rename the model file and then just like the map textures
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add it to the model list file in Browedit's data folder
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[Category:Incomplete](Category:Incomplete "wikilink") [Category:Mapping](Category:Mapping "wikilink")

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