New Horizon on 18/4/2005 at 02:13
Good stockpile of sources Renz.
Gestalt on 18/4/2005 at 02:22
Thanks!
Boogalou on 18/4/2005 at 07:07
I was literally just about to go searching for textures when I noticed your post. Thank you!!! Exactly what I needed :)
toolman on 18/4/2005 at 10:54
Excellent, thank you :thumb:
Renzatic on 18/4/2005 at 22:53
Yeah it is. Unreal uses UTX packages whereas T3 uses Matlib files. Unfortunately...I don't know how to make those yet. : \
Have you checked out the T3 Wiki?
Boogalou on 19/4/2005 at 01:07
In case anyone else out there is trying to figure this out, here's what I did. This probably isn't the correct way to do this but I couldn't find anything in T3 Wiki. It's probably easier if you have the full version of photoshop, but I only have Elements.
I resize the jpeg using elements to a power of 2, and save it as a tga. Then I use a DDS convertor that I downloaded to save it as a .dds. Then I import it into a new group and package. At this point you can use it as a texture. Seems to work fine in the game.
Forgot to add that you have to manually save it in your texture file for it to show up in game.
bukary on 3/5/2005 at 19:43
Thanks, Renzatic!
BTW, does anyone know some good tutorial about making seamless textures from taken pictures?
demagogue on 3/5/2005 at 20:11
I know one way to do it... maybe there's an easier way, but this is what I've always done.
Cut the photo into quarters (well, first import the photo into something like photoshop, *then* cut the pic into quarters), then transpose each section, so NW -> SE; NE -> SW; SW -> NE; and SE -> NW. (Edit: or use the offset function to do the same thing, really ought to pay better attention to stuff like that!) So now the seam is a big plus-sign in the middle of pic. This is essentially 1/2 the battle.
It depends on the kind of texture what you want to do to get rid of the seam. You may want to start by blurring it a little. If it is made up of tiny repeating elements (bricks, cobbles, leaves, etc) then you can copy a small ramdon section and paste it over the seams, adding a little variety afterwards with smaller sections, and then add some in the other areas so that the seams don't stand out as too touched-up. It's pretty intuitive if you think about it.
Once you can't see the seam anymore, then you're done, since you already know the outer edges are seamless. You can layer the pic as a texture.
If you want discrete elements inside the texture, like a window surrounded by brick, start with just the brick pic and use this method first to erase the seams on the outer edges, then you can add the element inside of it later.