Custom Textures?


(Mind Riot) #1

how do i add custom textures to GTK raidiant? manual was too complicated:eek:


(kamikazee) #2

Ehr… You create a “textures” folder in the “etmain” folder if it doesn’t yet exist, go in it, create a new folder, for example “mindriot”, and add some .jpg or .tga files in there.

There is only one rule: the dimensions need to be powers of two (1, 2, 4, 8, 16, …). Take 128x256 or 16x16 for example, the height and width are both a power of two.

Also, they are preferably smaller than 1024x1024.


(Nail) #3

manuals aren’t complicated, just not read enough times

:wink:


(Pande) #4

“There are only two rules: they ought to be smaller than 1024x1024”

wrong.


(kamikazee) #5

[QUOTE=Pande;189451]wrong.[/QUOTE]Aight, I changed my post. I would still keep it as a guideline though as such textures tend to make large® pk3’s when overused.


(-SSF-Sage) #6

I have to agree. Not only considering the growing of pk3 a fair amount, it also has a big impact on hunkusage (memory, hunc_allocation errors…).

I wouldn’t lost my sleep for one 2048x2048 texture, if you don’t have many big textures, or a lot of textures anyway. It’s also not recommended to have many 1024x1024 textures, due to the reasons above.


(IndyJones) #7

the only purpose of 1024x1024 textures, is for terrain, like a grass or mud, to make it more seamless.


(Pegazus) #8

Not true.
Grass and mud can be easily made seamless with a texture as size of 256x256 or even if needed 512x512.


I find good use for 1024x1024 most in modeling, to get highest qualaty possible.


(IndyJones) #9

well, even a 128x128 can be seamless, but once you have a bigger terrain with such texture, you can see how much it repeats.


(Pegazus) #10

You do mean it’s not tileless?


256x256, 512x512 (that includes 128x128 or smaller, just needs more work and testing) can all be made seamless and tileless, so you won’t even tell that you are seeing repeating pattern. No need for high 1024x1024 texture for grass or mud, snow texture. If you are good with photoshop or any other program, you can do magic with it and save pk3 size.


I can later make a fast texture example of 256x256 terrain that is seamless and tileless, and then compare it with a 1024x1024 to prove that there is no big difference.


(Pande) #11

I think what he meant to say was ‘going over 1024 is best for on terrain’ so that you can have larger areas with no disruption and not as easily see that its a repeating texture. Personally, I use 2048 for skybox image if possible or 1024 if not, and I always use 1024 for terrain but if I photosource the images manually I tile them and then downsize to 2048. (3000x4000)

btw about the testing… 2, 4, and 8 won’t work for dimensions of an image, only 16 and up (and I think there is an up to but ofc no one cares and I’ve never tested)

Anyway, it depends how much detail, contrast, and where the dark parts of an image are. A good way to tell if an image is going to tile (with little work) is to just zoom out a bit in Preview or GIMP or PS or whatever and blur your focus. OR you can convert it to a normal map texture temporarily and you can see where some areas are more pink than others and those are places you will notice ingame. Most of the time though there is no need for all that work though you can just tell.


(Pegazus) #12

Obviously 1024x1024 for terrain is a bit too much, don’t you think? 512x512, that will do well and 256x256, because it is easy to make them seamless and tileless. For example, some (few) terrain textures from SD are seamless and tileless.


There is a plug-in, in PS (use to be in photoshop 7, have not found it in CS 2) that removes dark spots or light problems from the image (shadows). I did not realy get how it fixed those, but it did. ( i think it turned the image grayscale then adjusted the image colours at one part or so and turned back to color )


But usualy if i want to get rid of the tileness, i just use the clone tool and with my eye look at the parts wich will obviously repeat.