Post by Hook on Apr 2, 2018 14:52:11 GMT -6
Adding Custom Textures in UT Maps
By "Hook" - 6/5/02
Pick a texture file you want to add to your map. In a photo editor you may want to resize the texture file to a more reasonable size. You will most likely (and best) want to make it a square with the pixel size a multiple of 16. Examples would be 256 x 256, 128 x 128, 64 x 64 or 32 x 32. This will depend on what you plan on using the texture for in your map, of course. The largest size that it can be is 256 x 256. That is the default in UT and UnrealEd.
Finally, you must convert the new cropped texture to 256 color, 8 bit color depth.
Now save this shot as a 256 color, 8 bit pcx file. Now you are ready to import the texture into UnrealEd!
In UnrealEd, bring up the Texture Browser window. Under File, Click the Import button. A file dialog will pop up. Browse to the location where your new texture is stored and select it, then click the OK button. The Import Texture dialog will pop up. In the "Name:" field enter: (what you want to call it) and in the "Package:" field enter: (whatever you want to call the package). The package name should be associated with the map name and/or what type of texture package it is, but definitely not some other package's name! The "Name:" field should describe the texture itself. Give it a name unlike other textures. Unlike the preview screen shot, leave the "Generate MipMaps" option checked and then click the OK Button. After UnrealEd works for a moment you should see the "The name you gave it" package displayed in the browser with your texture & its name shown in the browser texture window. At this point you can either include this Texture package in the zip file with your map when you distribute it OR you could have imported the texture into the MyLevel package with your Preview Screen shot. When you include custom textures in the MyLevel package, and they are used at least once in the map, they will be saved embedded in the map unr file like the preview screen shot. When your custom texture is in the MyLevel package, you will not have to include the separate texture package in the zip file when you distribute the map. The only difference between the preview screen shot & the texture is that when you import the texture into the MyLevel package, or any package, you Leave the "Generate MipMaps" option checked. Leave this checked for imported textures intended for use in a map. The game engine uses MipMaps for 3D rendering of textures used in the map for the game and is not needed for Preview ScreenShots!
By "Hook" - 6/5/02
Pick a texture file you want to add to your map. In a photo editor you may want to resize the texture file to a more reasonable size. You will most likely (and best) want to make it a square with the pixel size a multiple of 16. Examples would be 256 x 256, 128 x 128, 64 x 64 or 32 x 32. This will depend on what you plan on using the texture for in your map, of course. The largest size that it can be is 256 x 256. That is the default in UT and UnrealEd.
Finally, you must convert the new cropped texture to 256 color, 8 bit color depth.
Now save this shot as a 256 color, 8 bit pcx file. Now you are ready to import the texture into UnrealEd!
In UnrealEd, bring up the Texture Browser window. Under File, Click the Import button. A file dialog will pop up. Browse to the location where your new texture is stored and select it, then click the OK button. The Import Texture dialog will pop up. In the "Name:" field enter: (what you want to call it) and in the "Package:" field enter: (whatever you want to call the package). The package name should be associated with the map name and/or what type of texture package it is, but definitely not some other package's name! The "Name:" field should describe the texture itself. Give it a name unlike other textures. Unlike the preview screen shot, leave the "Generate MipMaps" option checked and then click the OK Button. After UnrealEd works for a moment you should see the "The name you gave it" package displayed in the browser with your texture & its name shown in the browser texture window. At this point you can either include this Texture package in the zip file with your map when you distribute it OR you could have imported the texture into the MyLevel package with your Preview Screen shot. When you include custom textures in the MyLevel package, and they are used at least once in the map, they will be saved embedded in the map unr file like the preview screen shot. When your custom texture is in the MyLevel package, you will not have to include the separate texture package in the zip file when you distribute the map. The only difference between the preview screen shot & the texture is that when you import the texture into the MyLevel package, or any package, you Leave the "Generate MipMaps" option checked. Leave this checked for imported textures intended for use in a map. The game engine uses MipMaps for 3D rendering of textures used in the map for the game and is not needed for Preview ScreenShots!