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Red Faction : [RED] Editing : [RED] Texture Difficulties Requirment? |
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DarkCause |
Posted 14th Feb 2005 8:41pm |  |
L4Y Member Post 0 / 162
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I cant figure why alot of my image are notworkin with red.
Does anyone know wat type dif sizes and limites for textures im a little stomped not even fourms are helpin much but if I know every spot to look at ill figure it out.
Thanks Everyone! |
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Molodiets |
Posted 14th Feb 2005 8:49pm |
L4Y Member Post 0 / 2687
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Quoting RED | Using custom textures in your level will make it stand out from the rest of the pack and allow you to create environments not seen in the shipping version of Red Faction.
Also, because levels created in Red must be put into a level packfile (.VPP), any custom textures you use in your level are included in the level packfile.
There are a few guidelines for creating textures you can use in Red:
- The texture's format has to be either 24 bit targa (.TGA) or 32 bit targa (if you want the texture to have transparency in it).
- All the textures in Red that have an alpha channel (transparency) have "_A" in their file name.
- If you want to use a texture on a decal object, the texture must have a 1 pixel alpha border on every edge.
- The texture's dimensions have to be powers of two. Valid values are 2, 4, 8, 16, 32, 64, 128, and 256.
- Textures cannot have dimensions with a ratio greater than 8:1 (i.e. 256 x 16 is not a valid size, 128 x 16 is a valid size).
- Textures cannot be larger than 256 x 256.
- You can create mip maps for custom textures by using "-mip#" in the filename where "#" is the mip level. For example, "mtl_foo-mip1.tga" is the first mip level of "mtl_foo.tga", "mtl_foo-mip2.tga" is the second mip level, and so on.
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spoilsport |
Modified Feb 14th, 08:49pm by Molodiets |
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DarkCause |
Posted 14th Feb 2005 8:59pm |  |
L4Y Member Post 0 / 162
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ok im runnin WinXP sp2 not that it matters i guess and useing paintpro9 trial atm.
Now how do I know if the file has a .tga file name? I tryed right clickin and properties but im not getting anything.
Ok another thing how do I change it after I noticed one way how to see.
What about save as? |
My RED Maps Enjoy !!! |
Modified Feb 14th, 09:02pm by DarkCause |
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Molodiets |
Posted 14th Feb 2005 9:07pm |
L4Y Member Post 0 / 2687
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When you save a image file it is saved with a certain extension.
example: Myimage.jpg
myimage.jpeg
myimage.gif
Targa files are myimage.tga
When you save any image in PSP (WITH "SAVE AS") you have a scrolling menu with Type written beside.
Change the format to truevision Targa and save. Your file will be saved automatically as myimage.tga |
spoilsport |
Modified Feb 14th, 09:08pm by Molodiets |
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DarkCause |
Posted 14th Feb 2005 9:19pm |  |
L4Y Member Post 0 / 162
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ok great one more question......
I did all image to 256x256 and save as .tga...
Now only problem im having is that RED keeps crashin or get a error reading the images after I selected custom in the drop down menu.
Is there any other ideas and soulutions to this.
Goin to play a game ill check back after a while. Thanks for the help man! |
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Lace  |
Posted 14th Feb 2005 9:41pm |
Post 0 / 1216
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Get this program. It makes it easy to convert files. Just open the texture, and save it as .tga to your texture folder, and with the right dimensions.
Check your texture folder if you have any textures with other format than .tga in it. It might cause crashing if there are any .jpg files in there 
And, the textures can be larger than 256 x 256. There are maps with textures a big as 1024 x 1024. They look better the higher resolution they have |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
Modified Feb 14th, 09:44pm by Lace |
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Molodiets |
Posted 14th Feb 2005 9:43pm |
L4Y Member Post 0 / 2687
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There is probably (at least one) image file in your texture folder that RED cannot read.(hence the crash)
Withdraw the files from your texture folder and check that RED does no longer crash then add them back one by one untill you find wich one is wrong.
If you tried to manipulate transparent images or change the saturation, that could be the problem. |
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DarkCause |
Posted 14th Feb 2005 10:03pm |  |
L4Y Member Post 0 / 162
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AH. Well I added the files 1 at a time and testing to see what was goin on.
Only thing I got were some text from one site and some dif from another in all different sizes.
I could only say that the image wasnt working in some way. Great that I can add bigger images my map may look better, so far only use 1 face for ps2 tiling lol |
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Molodiets |
Posted 14th Feb 2005 10:08pm |
L4Y Member Post 0 / 2687
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Relieve me.
You know how to use the UV unwrapper button? |
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Enforce |
Posted 15th Feb 2005 6:39pm |
L4Y Member Post 0 / 312
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Yeah the textures can be larger than 256 x 256 up to 512 x 512 BUT.. If you are planning to texture a big large area of your map with big textures like that, you may run into problems with memory, file size, so it should be used sparingly. Don't be surprised if you texture only a few faces and find it's zapped several megs of your memory or your filesize has doubled. I think that's why Red allows us to double the texture size of a small texture using the shift S and the up and down arrow keys to save memory and space.
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Red limits breached?, Yep, (20,000 fces and its still going !) |
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mad_ferrit |
Posted 15th Feb 2005 7:00pm |
L4Y Member Post 0 / 1510
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Quoting Enforce | Yeah the textures can be larger than 256 x 256 up to 512 x 512 BUT.. If you are planning to texture a big large area of your map with big textures like that, you may run into problems with memory, file size, so it should be used sparingly. Don't be surprised if you texture only a few faces and find it's zapped several megs of your memory or your filesize has doubled. I think that's why Red allows us to double the texture size of a small texture using the shift S and the up and down arrow keys to save memory and space.
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Not true. The VPP only contains one tga for each texture, not for each textured face. Texture one face with the large texture or texture the whole map with it, it won't affect the filesize in that way.
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DarkCause |
Posted 15th Feb 2005 11:14pm |  |
L4Y Member Post 0 / 162
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Well as it goes i havent ran into any problems so far im not even close to getting half done. bigger and better wmusic.
The texture I added so far havnt been any problem and im not up to 3 faces and map is slowly comin together. I still donno is should I make a decal club name or use brushes into texted words.
post about a few things in time
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NoClanFrank  |
Posted 16th Feb 2005 1:27am |  |
Post 0 / 5840
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Quoting DarkCause | I still donno is should I make a decal club name or use brushes into texted words. | Do the decals instead. It will make things a lot easier and you will have less brushes that might lag the level.
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>Click Here< If You Don't Have a Social Life :/ |
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Kiliad |
Posted 16th Feb 2005 4:40am |
L4Y Member Post 0 / 672
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Another thing to watch out for is that there is a format for TGA file that has compression. RED cannot handle that type of TGA. Some graphics software has TGA compression set as default so you need to change it.
Someone may have already mentioned this but I was too lazy to read everything lol. |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
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Lace  |
Posted 16th Feb 2005 6:53am |
Post 0 / 1216
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Quoting NoClanFrank | Do the decals instead |
Or, you might just put the texture directly on a brush where you want it. No need for decals, and even less chance for lag |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
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Dorling |
Posted 16th Feb 2005 8:30am |
L4Y Member Post 0 / 97
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Quoting Lace | Quoting NoClanFrank | Do the decals instead |
Or, you might just put the texture directly on a brush where you want it. No need for decals, and even less chance for lag  | But then you get more faces, meaning you're more likely to go over the Face limit. |
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