• The Texture Browser is found at top menubar and is shown with this icon. It's menu allows you to do several things, these will be explained here.

  • New : Here you will be able to create a new texture, these textures are called procedural textures and allow for smooth effects and small animations, since they are continuous looping effects and do not use a sequence of images, they take up less memory when run and also for the texture pack.
    These textures will be explained one by one later in another tutorial found here >
  • The Fire Texture
  • The Ice Texture
  • The Scripted Texture
  • The Wave Texture
  • The Wet Texture
    this action will do the same as the small white sheet icon.

  • Open : Will open an existant texture pack
    this action will do the same as the small folder icon.

  • Save : This is more like some Save as ... since you will be presented with a dialog box that will allow you to specify a texture pack name, altough the name will already be given according to the name you used in the texture browser.
    This action will do the same as the small disk icon.

  • Import : This allows you to import pictures as textures in the given texture pack.
    These textures MUST be indexed or else the engine crashes and quit without any form of warning. Indexed mean that the pictures have an 8-bit color-table and it's this table that matters. More on these textures in next paragraph lower in this document.
    No icon is made available for this action.

  • Export : This allows you to export the selected texture in the current texture pack, even when you are in the MyLevel texture pack.
    These exported textures will be automaticly indexed and PCX.
    A small bug exist, but it's rather logic that the engine acts that way.
    If no texture is selected and you ask an export, then the engine crashes, logic enough i think.
    No icon is made available for this action.

  • Properties : Don't get confused, this is not the texture properties you will find with F5,
    as this one is the surface properties.
    The Texture properties are really the properties for the current selected texture in the browser, and here you will be able to adjust it's settings like >
  • Animations : add the next animation texture and adjust the time settings and framerates (more on these settings later in this document)
  • Object : this is pure information, leave it as is
  • Quality : the bHighColorQuality and bHighTextureQuality are best left alone, they work only on good comps and are mostly never rendered and used, but they do what they say, enhance the render quality for that texture.
    the LODSet defines what the texture is used for : LODSet_World is for map textures with mipmaps, LODSet_Skin are for skinpack textures and LODSet_None are for screenshots without mipmaps.
  • Surface : These settings are more informative as they don't work and are for future use you will see how these work in UED3.
  • Texture :
    » Alpha : this is the textures alpha channel, it has to be made before inmporting » Bumpmap : does not work correctly, so ignore » DetailTexture : chose a greyscaled texture that has a smalldrawscale, explained in textures page. » Diffuse : does not work correctly, so ignore » DrawScale : the scale that the texture will be drawn, for example mountain textures may be largescaled. this is typicaly 4 or 8, this way you may adjust the textures to floor and you wont need to scale it up again. » FootstepSound : does not work correctly, so ignore (used in UED3) » Friction : does not work correctly, so ignore » Hitsound : same as, FootstepSound, does not work correctly, so ignore. » MacroTexture : is almost the same as DetailTexture but invers makes large use textures have a large overlay texture so they don't look squary from far in outdoor maps (like mountain textures) it is valid to use both DetailTexture and MacroTexture in the same texture. » all other settings are informative.

  • Delete : will delete this texture,watch out for that texture if it is beeing used in your map and you delete it, you will receive no warning, the texture is deleted and the engine crashes, the screen will freeze.
    This is not any longer true in UED3, this bug has been fixed. No icon provided for this option, but it is available from the texture browsers menu and the textures contextual menu.

  • Rename : just to rename the current texture, just in case you want to import another texture and that name already is in use by another texture pack. When two different texturepacks are loaded and they contain a texture that has same name, then only the texture from the first loaded pack will be used.
    Watch out as this is true also for your U-Files that may contain texture with a name already used by UEDs texturepacks.
    example : your U-File "MyWeaponPack" contains a texture called "AmmoCountBar", then only the "AmmoCountBar" from the texturepack "BotPack" will be used thus ignoring your own "AmmoCountBar" texture, and this is the same for allitems in UED like the meshes, be carefull when chosing a name or just rename it. In UED3 you will have more options in this "Rename" selection like it's package, texturename and group.

  • Cycle forward and backward through the current texture packs groups

  • Docked : Docked will dock the Texture Browser with the main browser or other opened browsers. for best workaround dock all browsers togheter. This action will do the same as the small multi window icon.

  • Set Size : Well, as it sounds, here you may set the browsers preview-size for all textures.
    ranging from 32 up to 256. Don't put them higher than 128, so you can reduce the browser to a nice fit on screen at the right side, else you wont see much of your workspace
  • Variable size: works much the same way as the Set Size, but instead of reducing all texture previews for example to 128, this setting will allow you to set all textures to 50% of their respective size.

  • A small example to show this >
    If you put the Set Size at 128, al textures will preview as 128, also do the 32 or 64 or 128 textures.
    Now, if you use the Variable Size to 50%, all textures will preview as 50% of each their size, meaning that the 32 will show as 16, the 64 shows as 32 and the 128 shows as 64.
    The Variable Size is more effective to see what texture you really work with, but then again, if you have some very small textures, you wont see much of what they look like, still better option.
    Last small thing about Set Size and Variable size is obvious that they toggle each other.