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These textures will be explained one by one later in another tutorial found here > this action will do the same as the small white sheet icon. this action will do the same as the small folder icon. This action will do the same as the small disk icon. 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. 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. 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 > 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. » 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. 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. 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. 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 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. |