Re: Texture creation
Posted by GrimlocK on
Tue Sep 23rd 2003 at 6:17am
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Well, that is actually a complicated question, it really depends on what software you have for editing images. Do you have photoshop? If so what version do you have? If not, what software DO you have?
Re: Texture creation
Posted by GrimlocK on
Tue Sep 23rd 2003 at 6:39am
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I think he is actually asking how to make the edges wrap/tile correctly when placed in the editor Mor7y.
I use photoshops filter>other>offset filter to move the image slightly while wrapping the pixels, this exposes the edges that would have created the ugly seam when tiled in game. The best way to do this is to offset 1/4th of the over all dimension of the image, then press crtl-f to repeat the filter, further offseting the image and drawing more of the seam away from the edges.
You can use a number of tools and techniques to create a seamless texture and to remove the "seam", thats why it can be complicated to explain when you don't know what the other persons experience is. For example Bruce, if you have photoshop do you know how to use the stamp tool, healing brush tools, selection tools, copying, pasting, layers, masks yadda yadda yadda. A person could easily write an entire chapter of a book in how to create a seamless texture.
(kind of an answer, if you know photoshops basics, use the offset filter)
Re: Texture creation
Posted by Bruce on
Tue Sep 23rd 2003 at 4:13pm
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I should have added that I do use photoshop for it. And I was using the offset filter (and then I removed the seams with the clone brush), but I just couldn't seem to keep the texture like the original photo.
I do know the photoshop basics but if you got just explain your technique a little bit more I think I'll be able to make seamless textures.
Thanks.
Re: Texture creation
Posted by ReNo on
Tue Sep 23rd 2003 at 4:16pm
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Ah the joys of Uni - I just rented a book that covered the process in quite a lot of detail a few weeks back...pity the rest of the book (in particular the chapters on level design) was laughable.
But I'm afraid I didn't commit it to memory nor learn it properly, so I can't be of much help here. Good luck with it :smile:
Re: Texture creation
Posted by GrimlocK on
Wed Sep 24th 2003 at 3:31am
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It seems that the pattern repeats itself in a very noticeable way, there is no seam but it is pretty clear that it IS repeating.
You have a lot of variation between crisp and blurry, I'm betting you used one of the blur/smear functions to get rid of part of the seam, you should almost always avoid blur and smear functions when creating textures. There are rare times you will need them but I stress RARE.
I think you have the right idea, you just need to practice and play around with the tools.
Re: Texture creation
Posted by half-dude on
Fri Nov 14th 2003 at 7:36pm
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Hey how do I make pictures from a digital camera a texture in wally?
I know your probibly going to say "the import button"
the problem is that I dont have one, I only have a export.
Plus, how do I change the format of the picture so its a HL texture format?
Re: Texture creation
Posted by Cassius on
Sat Nov 15th 2003 at 8:32am
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Tiling is not that great of a problem, depending on what place the texture has in the map.
The texture with the highest tiling priority is probably a cliff - applied over a large, nearly vertical area, if you have a poorly tiling texture on this, it's easy to see.
The kind of texture you need to worry about least in terms of tiling is a wall. If you have a flat, long, tall wall, so large that the repitition of a texture is noticable, it's a problem with the map, not the texture.
A ground texture, which I assume this is, does not have to tile well unless the map has a large vertical importance (ie players would be in a position to look down and see the ground).
The tiling nature of a texture is determined from what angle it is probably going to be seen. Take this, my young grasshopper, from the Zen Master of Texturing himself.
BTW, the texture itself is very low quality, not showing much in the way of real recognizable detail, bland colors, and you can see the jpeg compression.