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	<title>MetalMedved &#187; working with textures</title>
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		<title>Making map: Working with textures</title>
		<link>https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html</link>
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		<pubDate>Mon, 10 Oct 2011 01:27:24 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[sdk]]></category>
		<category><![CDATA[working with textures]]></category>
		<category><![CDATA[map making]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1284</guid>
		<description><![CDATA[In this article it describes: &#8211; Texture browser overview. &#8211; Texture mapping. &#8211; Texture export/import. &#8211; Properties and options. &#8211; How to create simple animated texture. I think everybody knows what texture is. It’s picture that puts to different surfaces. In this article I make advanced tutorial about textures using in Unreal Editor. Texture browser [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-F8u026kxH5U/TpI-jzn0LcI/AAAAAAAAAos/E-HGE9KC-Qw/s470/mgtex0.jpg"  /></p>
<p>In this article it describes:
<ul>
 &#8211; Texture browser overview.<br />
 &#8211; Texture mapping.<br />
 &#8211; Texture export/import.<br />
 &#8211; Properties and options.<br />
 &#8211; How to create simple animated texture.</ul>
<p><span id="more-1284"></span></p>
<p>I think everybody knows what texture is. It’s picture that puts to different surfaces. In this article I make advanced tutorial about textures using in Unreal Editor.</p>
<h3>Texture browser</h3>
<p>This is tool for texture choosing, viewing and editing. You may open it by using <em>View > Show Texture Browser</em> menu item or just appropriate button clicking (at top tools panel) <img src="https://lh4.googleusercontent.com/-LXaLbxJOjVw/TpI9hAXB55I/AAAAAAAAAnQ/NDU-jcZ6mvo/s24/mgtex1.jpg" alt="" />. Also it opens at Unreal Editor starts.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-2JMPGw4AZUs/TpI9hRwuoeI/AAAAAAAAAnU/dwtfqzacM4o/s635/mgtex2.jpg" rel="lightbox[1284]"><img src="https://lh6.googleusercontent.com/-2JMPGw4AZUs/TpI9hRwuoeI/AAAAAAAAAnU/dwtfqzacM4o/s288/mgtex2.jpg" height="241" width="288" /></a></p>
<ul>
1 – current texture package<br />
2 – texture group<br />
3 – show all package content<br />
4 – general view mode<br />
5 – textures used by current map<br />
6 – most recently used textures<br />
7 – show texture properties<br />
8 – open texture original package<br />
9 – fast switching between groups<br />
10 – selected texture
</ul>
<p>Texture browser may be used to open texture package and make new one in utx format. Package may consists of texture groups. You can elect package at top field and chose group at bottom one. You may use filter for better viewing and fast searching. Also you may set texture view size on <em>View</em> tab..</p>
<h3>Texture mapping</h3>
<p>To map texture on brush you should select brush surface and click on texture in browser. Frequently texture maps incorrectly. You may tune it using <em>Pan, Rotate</em> and <em>Scale</em> tools in <em>Surface Properties</em></p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-6EcpAvWCwuM/TpI9hwO0hlI/AAAAAAAAAnY/cn8EeAjWFE8/s437/mgtex3.jpg" rel="lightbox[1284]"><img src="https://lh6.googleusercontent.com/-6EcpAvWCwuM/TpI9hwO0hlI/AAAAAAAAAnY/cn8EeAjWFE8/s288/mgtex3.jpg" height="176" width="288" /></a></p>
<ul>
1 – Texture shift (in pixels, relative to size)<br />
2 – Rotation/reflection<br />
3 – Texture size relative to pixels/Unreal Unit<br />
4 – The same for height/width separately<br />
5 – Use relative to current size<br />
6 – Light map size of current surface<br />
 U – width, V – height.</ul>
<p>Holding Shift you may rotate/move texture indirect. You may also use <img src="https://lh3.googleusercontent.com/-srQ6HPQhGWQ/TpI9iOcs69I/AAAAAAAAAnc/4FtRYfAINUI/s30/mgtex4.jpg" alt="" /> <em>Texture Pan</em> and <img src="https://lh5.googleusercontent.com/-HedoX7UBhr8/TpI9ixUzc2I/AAAAAAAAAnk/aLE7wHMut-Q/s30/mgtex5.jpg" alt="" /> <em>Texture Rotate</em> . tools. In <em>Texture Pan</em> you may move texture by holding Ctrl with LMB/RMB or resize holding Ctrl with both buttons. <em>Texture Rotate</em> is the same for texture rotating.</p>
<h3>Import</h3>
<p> To import texture select <em>File > Import</em> menu item in texture browser. It opens window below.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-d3y-dvPmW-A/TpI9jIXlTAI/AAAAAAAAAno/WzePJgoBnCA/s366/mgtex6.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-d3y-dvPmW-A/TpI9jIXlTAI/AAAAAAAAAno/WzePJgoBnCA/s288/mgtex6.jpg" height="201" width="288" /></a></p>
<p>Теперь подробнее.</p>
<ul>
1 – <em>Package</em>. Where you want import. It should uses <em>MyLevel</em> to save textures inside main map file.<br />
2 –<em> Group</em>. Package group.<br />
3 – <em>Name</em>. Texture name (same name will replace old one).<br />
4 &#8211; <em>LOD</em>. Levels of texture detalization. It makes several quality kinds of texture for using on different view distances. Set 0 for maximum quality.<br />
5 – <em>Masked</em>. Check if texture has transparent parts. E.g.:
</ul>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-BXItmhYDz4o/TpI-8ATLOPI/AAAAAAAAAo0/cUWJFaeXXVA/s256/mgtex7.jpg" alt="" /></p>
<ul>
6 – <em>Alpha</em>. Same as <em>Masked</em> but handles different transparency degree (alpha channel). If you don’t care always use instead <em>Masked</em>. Alpha texture example:</ul>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-nFrmU5hedMM/TpI-48Gi_sI/AAAAAAAAAow/A1cXO4gPzp8/s512/mgtex8.jpg" alt="" /></p>
<ul>
7 – <em>Generate MinMaps</em>. Generate texture copies in lower resolution.<br />
8 &#8211; <em>Detail Hack?</em> Only for Detail textures (read below). For blurring textures depends of distance.
</ul>
<p>Texture dimensions must be equal to power of 2 (16; 32; 64; 128; 256; 512 etc.).<br />
Supported texture formats: dds, tga, bmp, pcx, upt.<br />
dds (DirectDraw Surface) is the best choice. After import you may convert any texture to dds using <em>Tools > Compress</em>. There are 3 types of compression: DXT1 – non transparent (best compression), DXT3 – with explicit alpha channel (good for light stuff), DXT5 – with interpolated alpha. DXT5 is most versatile. More about dds format read <a href="http://www.gamedev.ru/code/articles/DDS_DXT1_DXT3_DXT5" target="_blank">here</a>.</p>
<p>To export any texture select <em>File > Export</em> or <em>RMB > Export to File…</em></p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-GNbqrDDHACo/TpI9jv2PgHI/AAAAAAAAAns/pFbYHfgCnfY/s692/mgtex9.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-GNbqrDDHACo/TpI9jv2PgHI/AAAAAAAAAns/pFbYHfgCnfY/s288/mgtex9.jpg" height="265" width="288" /></a></p>
<ul>
<em>Animation</em> &#8211; For making animated texture. But not the best way to create it.<br />
<em>Material</em> &#8211; Texture material. Select required one in <em>Surface Type</em> for collision sound and particles effect (wood, glass, metal etc.).<br />
<em>Quality</em> &#8211; Color and Texture quality. Actually useless.<br />
<em>Surface</em> &#8211; Has few parameters. <em>bAlphaTexture</em> and <em>bMasked</em>  have same purposes as in import window. <em>bTwoSided</em> – make 2-sided texture.<br />
<em>Texture</em> &#8211; Here you may add some details for texture (for better edges look).
</ul>
<p>See examples in default KF package Detailtextures_T.utx</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-XU972v52A54/TpI9ivzW47I/AAAAAAAAAng/nKyRcHO-118/s635/mgtex10.jpg" rel="lightbox[1284]"><img src="https://lh3.googleusercontent.com/-XU972v52A54/TpI9ivzW47I/AAAAAAAAAng/nKyRcHO-118/s288/mgtex10.jpg" height="241" width="288" /></a></p>
<p>You may add detail by pressing Use in <em>Detail</em> field. In <em>DetailScale</em> you may set relation between details and main texture sizes. See example with(top)/without(bottom) details below.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-JoiyERO71X4/TpI9j02KSFI/AAAAAAAAAnw/XBF0L99OJ2g/s700/mgtex11.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-JoiyERO71X4/TpI9j02KSFI/AAAAAAAAAnw/XBF0L99OJ2g/s288/mgtex11.jpg" height="146" width="288" /></a><br />
<a href="https://lh4.googleusercontent.com/-CG4BvHfgW-0/TpI9kWL4jdI/AAAAAAAAAn0/3OM2eMYlnFU/s700/mgtex12.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-CG4BvHfgW-0/TpI9kWL4jdI/AAAAAAAAAn0/3OM2eMYlnFU/s288/mgtex12.jpg" height="146" width="288" /></a></p>
<p>On this tab you may set <em>LOD</em> itself and its type as well.</p>
<ul>
<em>TextureFormat</em> &#8211; Just info.</ul>
<h3>Making animated texture</h3>
<p>There are 2 ways to make it. The first is to import animation frames with ends of filenames <em>_aXX</em>, where <em>XX</em> – frame number starts from <em>00</em>. E.g.:<br />
<em>name1_a00<br />
name1_a01<br />
name1_a02</em><br />
etc.<br />
It sets frame number on <em>Animation</em> tab automatically. You may set <em>FrameRate</em> property as well. This way uses for monitors on KF-Icebreaker map.</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/x82YH6ukzIdC0Im2HhW0bQ?feat=embedwebsite"><img src="https://lh5.googleusercontent.com/-SeFZFuwfkDg/TpI9kmzMEOI/AAAAAAAAAn4/5IxkN5e6iTI/s288/mgtex14.jpg" height="146" width="288" /></a></p>
<p>The second way is <em>MaterialSequence</em> creating. To make it press <em>File > New</em> and window opens:</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-DvEt9YkZD-c/TpI9kyeO2PI/AAAAAAAAAn8/owScTIlmBa4/s594/mgtex15.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-DvEt9YkZD-c/TpI9kyeO2PI/AAAAAAAAAn8/owScTIlmBa4/s288/mgtex15.jpg" height="221" width="288" /></a></p>
<p>Fill package, group, name and set <em>MaterialClass</em> to <em>MaterialSequence</em>. In <em>SequenceItems</em> fields you may add frames by pressing <em>Add</em>. There are 3 params. <em>Action field</em>: <em>FadeToMaterial</em> – smooth animation (mainly for map previews) and <em>ShowMaterial</em> – sharp frame change. Add texture-frame in Material field. Set the frame duration in <em>Time</em> property.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-NYlQ41JBppk/TpI9lTfk3OI/AAAAAAAAAoA/KLbng6ZkC_A/s640/mgtex16.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-NYlQ41JBppk/TpI9lTfk3OI/AAAAAAAAAoA/KLbng6ZkC_A/s288/mgtex16.jpg" height="288" width="269" /></a></p>
<p>Created texture is 1 pass now.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1532-kf-sdk-%d1%80%d0%b0%d0%b1%d0%be%d1%82%d0%b0-%d1%81-%d1%82%d0%b5%d0%ba%d1%81%d1%82%d1%83%d1%80%d0%b0%d0%bc%d0%b8/" target="_blank">Source link</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
</div></p>]]></content:encoded>
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