Reference: Terrain Textures

Modding Xenominer for PC.

Reference: Terrain Textures

Postby NCrawler » Mon Aug 18, 2014 10:19 pm

Image

Key:
Spoiler: show
    000 = Ice (Top)
    001 = Ice (Sides)
    002 = Granite
    003 = Regolith, Surface
    004 = Regolith, Red
    005 = Regolith, Yellow
    006 = Basalt, Light (Top)
    007 = Basalt, Light (Sides)
    008 = Basalt, Dark (Top)
    009 = Basalt, Dark (Sides)
    010 = Bedrock
    011 = Silicon
    012 = Copper
    013 = Aluminum
    014 = Iron
    015 = Gold
    016 = Titanium
    017 = Endurium, Low
    018 = Endurium, High
    019 = Diamond
    020 = Crystal, Red
    021 = Crystal, Blue
    022 = Crystal, Green
    023 = Crystal, Yellow
    024 = Crystal, Cyan
    025 = Crystal, Magenta
    026 = Crystal, White
    027 = Concrete
    028 = Ferrocrete
    029 = Titanocrete
    030 = Ceramic
    031 = Glass
    032 = Glass, Foggy
    033 = Crash Foam
    034 = XenoTech Wall
    035 = Grated Floor (Top)
    036 = Grated Floor (Sides)
    037 = Interior Wall (Top)
    038 = Interior Wall (Sides)
    039 = Interior Wall 2
    040 = Interior Wall, Lit (Top)
    041 = Interior Wall, Lit (Sides)
    042 = Door, Closed
    043 = Conduit
    044 = Door Frame
    045 = Coral Trunk
    046 = Sandstone, Red / Sandstone, Red-Yellow-Red (Top)
    047 = Sandstone, Red (Sides)
    048 = Sandstone, Yellow / Sandstone, Yellow-Red (Top)
    049 = Sandstone, Yellow (Sides)
    050 = Sandstone, Red-Yellow-Red (Sides)
    051 - Sandstone, Yellow-Red (Sides)
    052 = Alien Eggs
    053 = Alien Nest
    054 = Structural Ferrocrete
    055 = Banded Wall
    056 = Sandstone / Sandstone, Brown-Sandstone (Top)
    057 = Sandstone (Sides)
    058 = Sandstone, Brown / Sandstone, Brown-Sandstone-Brown (Top)
    059 = Sandstone, Brown (Sides)
    060 = Sandstone, Brown-Sandstone (Sides)
    061 = Sandstone, Brown-Sandstone-Brown (Sides)
    062 = Sand
    063 = XenoTech Light
    064 = XenoTech Wall 2
    065 = XenoTech Glass
    066 = Sand, Brown
    067 = Basalt, Common
    068 = Aluminum Crossbars
    069 = Aluminum Facade
    070 = Ash
    071 = Copper, Beveled
    072 = Steel, Beveled
    073 = Portal Light
    074 = Wall Plating
    075 = Fire Tile
    076 = Crystal, Purple
    077 = Crystal, Orange
    078 = Bloodstone
    079 = Mother of Pearl
    080 = Fencing
    081 = Plasma Cage
    082 = Grate
    083 = Granite, Hewn
    084 = Granite, Finished
    085 = Sandstone Blocks
    086 = Sandstone Chunks
    087 = Sandstone Blocks, Brown
    088 = Sandstone Finished, Brown
    089 = Sandstone Blocks, Yellow
    090 = Sandstone Blocks, Red
    091 = Sandstone Chunks, Yellow
    092 = Sandstone Chunks, Red
    093 = Asteroid, Dark
    094 = Asteroid, Light
    095 = Glass, Reinforced
    096 = Crate / Gold Bars / Silver Bars / Copper Bars (Top)
    097 = Crate (Sides)
    098 = Bio Crate / Endurium Bars (Top)
    099 = Bio Crate (Sides)
    100 = Gold Bars (Sides)
    101 = Silver Bars (Sides)
    102 = Copper Bars (Sides)
    103 = Endurium Bars (Sides)
    104 = Ammo Crate (Top)
    105 = Ammo Crate (Sides)
    106 = Grav Panel


I've added a link to the original graphics below. Unfortunately, I am only able to extract to the .png format at this time, so the following modifications were made:

BlockGrid_UnAligned
Spoiler: show
Graphics are 80x80 pixels with only the inner 62x62 pixels used in the Diffuse and Gloss Maps.

    1. Flattened and converted to .tga format
    2. Added Alpha channel

Due to the fact that the .png format does not handle alpha channels (it converts it to opacity) you will need to add your own gloss map to the alpha channel of this file.


BlockGridNormals_UnAligned
Spoiler: show
Graphics are 160x160 pixels with only the inner 124x124 pixels used in the Normal and Specular Maps. Key above applies to this file as well.

    1. Flattened and converted to .tga format
    2. Added Alpha channel

Due to the fact that the .png format does not handle alpha channels (it converts it to opacity) you will need to add your own specular map to the alpha channel of this file.


Download link: http://www.mediafire.com/download/hsnag ... res_v2.zip

I hope this helps someone interested in making a texture pack for the game. I will soon post a tutorial on recreating .xnb files.
Last edited by NCrawler on Sat Aug 23, 2014 11:33 am, edited 1 time in total.
NCrawler
 
Posts: 35
Joined: Mon Aug 11, 2014 6:31 am
Location: Sherwood, AR

Re: Reference: Terrain Textures

Postby NCrawler » Tue Aug 19, 2014 5:19 pm

Updated this reference to include the use of gloss maps.
NCrawler
 
Posts: 35
Joined: Mon Aug 11, 2014 6:31 am
Location: Sherwood, AR


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