Custom Texture Question

WrpTool island creator utility

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wedge
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Custom Texture Question

Post by wedge » 2005-03-01 11:07:31

Hello all

I have a couple of basic questions about textures as i seem to be confusing myself a little :D.

I have created a set of custom textures in photoshop.
Instead of telling you what i have done i will ask you what the proper process is.

Exactly what file format should they be saved as (TGA but what type,Compression etc..?).

When opened and viewed in texview it only seems to save it as a PAA...is this ok or should it be PAC (if so how can i save it as PAC).

Once saved correctly and loaded into WRPtool you can place your textures down on your new island.But where is the correct place to put your new textures.Do you PBO in with your Island PBO.. or .. do you PBO your texture set and put into your mod folder?? .

Many thanks on this in advance

Wedge
Last edited by wedge on 1970-01-01 00:00:00, edited 1 time in total.
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Widowmaker

Re: Custom Texture Question

Post by Widowmaker » 2005-03-04 21:53:42

-tga 24bit uncompressed is what I used

-when you wanna save to .pac just type that in the name field before saving for instance qwerty.pac
then the file will be saved called qwerty.paa.pac
just rename that back to qwerty.pac in windows
(might also work just saving as .paa and then rename to pac not sure,, I did the above, and then batch renamed them all)

-you thrid question I dunno (yet)
for now I made my custom O.pbo (I changed Nogova terrain textures, but in the future I might opt for a new pbo, depending on if I want to release it with new textures or not.
you may wanna take a peek at BAS tonal stuf or Sebnam stuff
as they done customized textures and it is usually good to look at how other people solved the isues you try to solve yourselfe.

good luck

/widmak

Recon
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Re: Custom Texture Question

Post by Recon » 2005-03-06 09:53:50

-tga 24bit uncompressed is what I used'
I always use 32bit uncompressed in case you are using alpha channels, but since ground textures do'nt use them, I guess it dosnt matter if you use 24 or 32 bit.
-when you wanna save to .pac just type that in the name field before saving for instance qwerty.pac
then the file will be saved called qwerty.paa.pac
just rename that back to qwerty.pac in windows
(might also work just saving as .paa and then rename to pac not sure,, I did the above, and then batch renamed them all)
strange, I did not have that problem. Anyway, as I said, groundtextures do not use alpha channels, so it doesn't matter in which way the are saved is my experience.
-you thrid question I dunno (yet)
for now I made my custom O.pbo (I changed Nogova terrain textures, but in the future I might opt for a new pbo, depending on if I want to release it with new textures or not.
you may wanna take a peek at BAS tonal stuf or Sebnam stuff
as they done customized textures and it is usually good to look at how other people solved the isues you try to solve yourselfe.
Please use your own pbo!!! If you name it the same as the standard BIS pbo's you end up with errors (this is a very basic fault in my opinion). I found out that putting the textures in your island file is easier, but this really doesn't matter either, just make sure you name it different then any BIS addon.

wedge
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Re: Custom Texture Question

Post by wedge » 2005-03-10 13:03:41

Many thanks for the replys.I know have my problems sorted out so thanks once again.

Bit off topic but is there anyone here who can help me with swapping some custom textures with the original BIS buildings.

Im not too sure about Alpha channels and stuff.I have read through all the tutorials and my textures still arent showing up.
Models are just white.

Again thanks

Wedge
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KOrOnzOn
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Re: Custom Texture Question

Post by KOrOnzOn » 2005-03-11 11:57:35

Hello Wedge
At first a Question:
Do you put your Models in an' other Folder(or rename it)
after texturing?
I'm sure you did ::)...everytime you put your Model in
an' other Folder or rename it you have to do so in the
Texture directory(Alt+t) in Oxygen O2 in all textured L.o.D.'s.

I hope this one helps you
if not give a reply and explain exactly
what you are doing with the Model.

Have a nice Day
Bye

wedge
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Re: Custom Texture Question

Post by wedge » 2005-03-11 12:01:43

Actually im not using O2.

Im jusr REtexturing standard BIS buildings you should be able to use the Texture swapper by Mike schnell.

I followed the tut ut still gettin white textures in game
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KOrOnzOn
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Re: Custom Texture Question

Post by KOrOnzOn » 2005-03-11 12:34:23

Hi it's me again...
One more thing:
It doesnt matter if the *.tga is 24bit or 32bit,compressed or uncompressed.
Only if you want Alpha channel Maps for Windows,Ornaments
and that stuff you must use 32bit.
Here's a little example if you dont know what i'm talking about.
the normal Picture:
Image
and the Alpha map:
Image
All that is white on the Alpha map is visible, the black is
transparent(you can see trough).
Although you can use *.jpeg pictures.
The only thing what you have to obey is the Size:
32pixel x 32pixel,64 x 64, 128 x 128, 196 x 196, 256 x 256 up to 1024 x 1024.
Although 512 x 256 and that is possible.
When you save it in Texview set the Data type to
Textures (*.paa,*.pac) and save it as what you want it.
For example orna.paa or orna.pac.
*.paa is used for Alpha maps and *.pac for all other.
Reverted you can save every *.paa and *.pac files to
*.tga or *.jpeg.
Therefore you must set the Data type in Texview to
All Files (*.*) and type the data extension as
orna.tga or orna.jpeg.
I hope my little Tutorial help you to make a better
Texturer of you.
You must excuse my awful English(I'll hope you understand
what i'm talking 'bout).

Ok, that's it for now...
Cya

KOrOnzOn
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Re: Custom Texture Question

Post by KOrOnzOn » 2005-03-11 12:40:01

Ah...ok now i understand.
I dont know this Texture Swapper Shit(oooops...sorry for that). I think it put the Textures in the wrong Directory...
The only one i can say 'bout it: get O2, and do it manually.

Have a nice one

Bye

wedge
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Re: Custom Texture Question

Post by wedge » 2005-03-11 13:01:12

ok thanks for your help.
at least i understand alpha channels now. ;)

Your time was not wasted.

many thanks again
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KOrOnzOn
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Re: Custom Texture Question

Post by KOrOnzOn » 2005-03-11 13:12:35

I forget to mention how to make an'
Alpha Channel Map(it only works with *.tga).
I think you use Photoshop(the "best" Program for
Textures) hopefully.
You must copy the parts you want visible
with the "magik Stick" Copy Tool (dunno the
right english word for it.Hope you understand.)
Then you go to "Channels" in the Toolbox(Where you can
find the following Channels: RGB, Red, Green, Blue).
There you push the Button:Set up a new Channel or
something like that.
Then appear a Channel called Alpha Channel.
In this you paste your copied parts and color them
white(or grey depending on what you want) as they were selected.After that you save it as 32bit *.tga and open it
in Texview and save it as *.paa.

Taadaa...

Your Alpha Channel map is ready to use...

Ok...that's it finally
Bye

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