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XyZspineZyX
03-31-2003, 03:51 PM
I'm pretty sure I read something on how to do this, somewhere, but I can't find it. I have about 1000 jps I just converted into 24 bit uncompressed tga's. I'd like to create a .utx file with just my textures. Can anyone help? Thanks.

XyZspineZyX
03-31-2003, 03:51 PM
I'm pretty sure I read something on how to do this, somewhere, but I can't find it. I have about 1000 jps I just converted into 24 bit uncompressed tga's. I'd like to create a .utx file with just my textures. Can anyone help? Thanks.

XyZspineZyX
03-31-2003, 05:46 PM
DONT!!!!! joking, don't import tga... of course they'll work but your gonna take way too much space! save them in dds
[plugin: http://developer.nvidia.com/view.asp?IO=ps_texture_compression_plugin ]

dxt1 if you don't have an alpha
dxt3 if you jave an alpha

and of course, you have to make sure those textures dimensions are correct (64, 128, 256, 512, etc...)

one last thing; you can make a badass texture package for work, but don't "publish" a map with packages full of unused textures/staticmeshes...


[ArGh][devteam]

http://pages.infinit.net/pixelz/Argh_log.jpg

XyZspineZyX
03-31-2003, 06:12 PM
Are yoou saying that if I use custom textures in my maps that others won't be able to use them (unless they have the .utx file that I create?)

If that's the case, I probably won't use them at all. And I don't need this question answered, but here is my problem.

I open RvS editor, Show Texture Browser, File>Import

Then I select, say, all of my tile textures. For Package I enter "MyTextures", for Group I enter "Tiles" then let the filename stay as is, compression dxt1. When I click OK All, it runs like it is importing them, I get no error message, and I get no imported textures. But, when I close the program it says I have changed MyTextures and I should save it. Help?

And, while I have your attention, is there a way to batch convert in photoshop? I use Image Robot, but I doubt there is a plugin for .dds for that.

Thanks for the help!

XyZspineZyX
03-31-2003, 08:17 PM
- Are yoou saying that if I use custom textures in my
- maps that others won't be able to use them (unless
- they have the .utx file that I create?)

>>>> exactly what i'm saying... but dds files are quite smaller than tga's... actually a LOT smaller (near same quality)

- I open RvS editor, Show Texture Browser, File>Import
-
- Then I select, say, all of my tile textures. For
- Package I enter "MyTextures", for Group I enter
- "Tiles" then let the filename stay as is,
- compression dxt1. When I click OK All, it runs like
- it is importing them, I get no error message, and I
- get no imported textures. But, when I close the
- program it says I have changed MyTextures and I
- should save it. Help?

>>>>> the thing is after importing you have to save your package... Use the File/Save on the textures browser not the one you use for your map...


- And, while I have your attention, is there a way to
- batch convert in photoshop? I use Image Robot, but I
- doubt there is a plugin for .dds for that.


>>>>> Nvidia's plugins comes (i think) with a way to batch convert... look, there must be a readme somwhere in the zip file... I was making textures as the same time the map was made, so i never i the need for a batch...

and no problems for the help!

[ArGh][devteam]

http://pages.infinit.net/pixelz/Argh_log.jpg

XyZspineZyX
03-31-2003, 08:22 PM
ArGh you are a texture artist right?

How do you make textures? Do you take pictures and work from that or do you just start out of the blue? I have always wondered how textures are made. It seems very difficult to me, I wouldn't know how to do it!

XyZspineZyX
03-31-2003, 08:47 PM
some picture are use but it's mostly "out-of-the-blue" /i/smilies/16x16_smiley-happy.gif

to be honest, it'll be quite long to explain the whole process, maybe (maybe!) if i have the time, i'll writte a tutorial. but i've been doing this (full time) for about 4-5 years now, and it's hard to resume all the tricks involved (at least in the making of those you see in RvS)

mostly Photoshop, but a bit of max too.



[ArGh][devteam]

http://pages.infinit.net/pixelz/Argh_log.jpg

XyZspineZyX
03-31-2003, 09:25 PM
[ArGh] owns.

XyZspineZyX
03-31-2003, 09:26 PM
:O

[ArGh][devteam]

http://pages.infinit.net/pixelz/Argh_log.jpg

XyZspineZyX
04-01-2003, 05:51 PM
ArGh you should make a tutorial on creating textures :P

I dont know, walk us through an easy creatable stone wall texture, seamless on all sides... How you make such a thing, how you start off and such http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Of course only if you have time http://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif

plus a few tricks in a document http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

and

and

and

haha j/k


Well if you have time http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

XyZspineZyX
04-01-2003, 06:14 PM
Ok I will post in this thread since my other one doesn't seem to get any notice.

I have a similar problem when importing textures (trying to over ride the old ones). I am trying to replace the R6armpatch (the default armpatch) with my clan armpatch. I have tried importing a file with the same filename and filetype (renamed the armpatch to R6armpatch.tga) then imported with DXT1 compression. Yet, it still shows the default R6 armpatch and not my clan one.

The texture package is R6Characters_T.utx

Does anyone have any ideas how I could go about doing this?

Thanks heaps!

/i/smilies/16x16_smiley-happy.gif


http://www.clantat.com/linking/ducky_sig_white.gif (http://www.clantat.com/)

XyZspineZyX
04-05-2003, 09:46 AM
Hi,
This is how i did it,
1. made the 64x64 image in PS7.
2. Saved it as R6Armpatch.
3. Opened Unrealed\ R6Characters_T
4. Select "Rainbow"
5. Renamed original to "R6ArmpatchOLD"
6. Went to "File\ import..."
7. selected my design.
8. in the dialog box...
Package = R6Charaters_T
Group = Rainbow
Name = R6Armpatch

9. In the options box tick "generate mipmaps"
Select DTX1 in compression.
10. Click "Ok All"
11. Save it.

That should do it.

Good Luck

XyZspineZyX
04-05-2003, 09:56 AM
OOOPPPSSS
sorry, this line is hereby amended

2. Saved it as R6Armpatch.tga (uncompressed-theres an option in PS7)

That should do it.

Good Luck

XyZspineZyX
08-30-2003, 07:00 AM
there used to be a good Gimp tutorial on making textures.
i've no idea where it is, but you might find it on google...

it was the one with the eye, i think.

good luck!

Assassinite
01-31-2004, 02:59 PM
I followed Grimweed's instructions, but when I tried to save it said that there were spaces in the name (which there weren't), and that "Unreal names" cannot have spaces. I had used ACDSee32 to convert one of the existing armpatches, I don't know if that makes any difference.

chavezshield
02-01-2004, 03:05 PM
any part of the filename path (C:\Program Files\Red Storm...)has to be space free. "Program Files" has a space in it. Try reinstalling your game to "C:\RedStormEntertainment\RavenShield" (without ANY spaces), and renaming all of your Raven Shield folders so that they have absolutely NO spaces. that should work

chavezshield
02-01-2004, 03:06 PM
or, if u just HAVE to have a space in the filename, use an underscore ( _ )as the space