How to create/implement high resolution textures
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- Albertosaurus
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How to create/implement high resolution textures
Any body out there who can give me some pointers on how this is done? I'm interested in making high res textures for some of the dino textures I created long ago.
- awesome24712
- Pteranodon
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Re: How to create/implement high resolution textures
Well I can't really teach you to make high-res textures, but I'll give a brief walkthrough of how I did it.
1. Use CE's GUIApp to export the textures from a .scn into a dump folder in Trespasser's root folder.
2. Find the textures in that dump folder that you want to replace, then copy those into Trespasser/data/texhw/Map
3. Open the .bmp's you want to edit.
4. Convert them from Indexed Color to RGB colorspace (this is specifc to your program)
5. Scale the image up to a higher resolution, and apply whatever changes you want to give the texture more detail. For basic things like a bark texture I would apply an overlay onto the original albedo. For things like dino skins I would do something similar but more selectively, and use sharpening algorithms on the original albedo.
6. (Optional) Make the bumpmap. I would use a program like Crazybump and do some other things manually when necessary.
7. Export the image as an overriding 24-bit or 32-bit .bmp or a separate .dds image. It must have the same name as the original texture (besides the extension). For the bumpmap, you would use the double extension .bump.bmp or .bump.dds appended to the original name.
8. Test in-game, go back and make desired changes as necessary.
1. Use CE's GUIApp to export the textures from a .scn into a dump folder in Trespasser's root folder.
2. Find the textures in that dump folder that you want to replace, then copy those into Trespasser/data/texhw/Map
3. Open the .bmp's you want to edit.
4. Convert them from Indexed Color to RGB colorspace (this is specifc to your program)
5. Scale the image up to a higher resolution, and apply whatever changes you want to give the texture more detail. For basic things like a bark texture I would apply an overlay onto the original albedo. For things like dino skins I would do something similar but more selectively, and use sharpening algorithms on the original albedo.
6. (Optional) Make the bumpmap. I would use a program like Crazybump and do some other things manually when necessary.
7. Export the image as an overriding 24-bit or 32-bit .bmp or a separate .dds image. It must have the same name as the original texture (besides the extension). For the bumpmap, you would use the double extension .bump.bmp or .bump.dds appended to the original name.
8. Test in-game, go back and make desired changes as necessary.
Check out the HL2 mod I'm helping with:
Visit my Steam! http://steamcommunity.com/id/awesome24712/
Visit my YouTube! http://www.youtube.com/user/awesome24712
Post benchamrks:
1 [x] 2 [x] 4 [x] 8 [x] 16 [x] 32 [x] 64 [x] 128 [x] 256 [x] 512 [x] 1024 [ ] 2048 [ ] 4096 [ ] 9192 [ ]
Visit my Steam! http://steamcommunity.com/id/awesome24712/
Visit my YouTube! http://www.youtube.com/user/awesome24712
Post benchamrks:
1 [x] 2 [x] 4 [x] 8 [x] 16 [x] 32 [x] 64 [x] 128 [x] 256 [x] 512 [x] 1024 [ ] 2048 [ ] 4096 [ ] 9192 [ ]
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- Albertosaurus
- Posts: 2365
- Joined: Wed Mar 05, 2003 9:28 pm
Re: How to create/implement high resolution textures
Thank you. That seems pretty straight foreward
Re: How to create/implement high resolution textures
Awesome, the extension you have to use is .norm for the bump/normal/specular maps, not .bump. Unless .bump is working for you instead.7. Export the image as an overriding 24-bit or 32-bit .bmp or a separate .dds image. It must have the same name as the original texture (besides the extension). For the bumpmap, you would use the double extension .bump.bmp or .bump.dds appended to the original name.
- awesome24712
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Re: How to create/implement high resolution textures
You're right. I had to recall it by memory, so thanks for correcting me.TheIdiot wrote:Awesome, the extension you have to use is .norm for the bump/normal/specular maps, not .bump. Unless .bump is working for you instead.7. Export the image as an overriding 24-bit or 32-bit .bmp or a separate .dds image. It must have the same name as the original texture (besides the extension). For the bumpmap, you would use the double extension .bump.bmp or .bump.dds appended to the original name.
Check out the HL2 mod I'm helping with:
Visit my Steam! http://steamcommunity.com/id/awesome24712/
Visit my YouTube! http://www.youtube.com/user/awesome24712
Post benchamrks:
1 [x] 2 [x] 4 [x] 8 [x] 16 [x] 32 [x] 64 [x] 128 [x] 256 [x] 512 [x] 1024 [ ] 2048 [ ] 4096 [ ] 9192 [ ]
Visit my Steam! http://steamcommunity.com/id/awesome24712/
Visit my YouTube! http://www.youtube.com/user/awesome24712
Post benchamrks:
1 [x] 2 [x] 4 [x] 8 [x] 16 [x] 32 [x] 64 [x] 128 [x] 256 [x] 512 [x] 1024 [ ] 2048 [ ] 4096 [ ] 9192 [ ]