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[Tutorial] *UPDATED* Creating A Custom Texture - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html) +--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html) +--- Thread: [Tutorial] *UPDATED* Creating A Custom Texture (/Thread-Tutorial-UPDATED-Creating-A-Custom-Texture.html) |
*UPDATED* Creating A Custom Texture - aosma8 - 06-23-2011 Creating A Custom Texture
Export From Photoshop You can use any program that will save an image as either a .tga or .dds, Photoshop is the industry standard so I'll start in there. If your using Photoshop then download this plug in and install:
Image Dimensions First resize your image as (n^2)x(n^2) and "n" can be any number.
[size=arge]Save As .TGA Or .DDS[/size]
Save Images In Raw/images I suggest you save a copy elsewhere too but when we go to Asset Manager it will only consider images in the "raw/images" folder. ![]() Asset Manager Create the Material
![]() Configuring The Asset Information materialType - Select "world phong" for a texture. surfaceType - Select the proper surface type to use stock settings for the type of material. Stock settings include impact effects, sounds, and penetration ability. sort - Leave as "<default>*". usage - Select the intended use for your texture. Locales - Intended theme or location for your texture. Framebuffer operations - Leave alone unless you are an advanced user. If creating an alpha blending texture then change "blendFunc" to "blend". Color Map - This is the image file that you created, this is also what the player will see. Normal Map - This section can accept a bump map or normal map to show height. A bump map is a Grey scale image of your texture showing height. Black is low, white is high, values in between are relative height. A normal map is provided by converting a bump map with a plug in. while most of your image may be purple there are different colors that represent height. A bump map only shows height in an image, a normal map shows height and direction of a bump. Detail Normal Map - This is the same as a normal map but only shows when the player is close to the texture, usually only small bumps or holes. Specular color map - Same rules as a bump map but white is shiny and black is no shine. Cosine power map - Adjustments to Specular color map. ![]() ![]() Convert Your File Once everything is setup, save your GDT in [root]\texture_assets. Go to "PC Convert -> Current Assets Only" You can use the convert all option but any errors may be lost in scrolling log. Once successful you will have 3 files to keep in mind when packing your map or mod. raw/materials/texturename <no file type> raw/material_properties/texturename <no file type> raw/images/texturename.iwi Viewing If you created a model phong then you can view your texture on your model in Asset Viewer. SOURCE: Treyarch RE: *UPDATED* Creating A Custom Texture - GoldenWrapper - 08-05-2011 so i open up a gun .gsc and edit it from there? and do i need the plugin? RE: *UPDATED* Creating A Custom Texture - aosma8 - 08-06-2011 This is creating a custom texture not gsc lol RE: *UPDATED* Creating A Custom Texture - boe44 - 08-06-2011 Code: usage - Select the intended use for your texture.
Locales - Intended theme or location for your texture. |