View Full Version : TEXTURING: Concept Question
Smood
07-03-2003, 01:19 PM
Imagine you have a large wall of bsp. You will texture the face, but this face must make up a complex pictures (through its texture) and must be connected to other adjacent bsp which continues the larger picture.
In essence, it is not a simple repetitive texture. But a texture that makes up and image.
How would you go about doing this? An example might be an interlocking brick. But on the brick there is a image, maybe a large hexagon with different colours (all on ONE bsp wall).
How might you do this?
Options might be, - cut the bsp and create a different texture for each part of the brick but I'm unsure.
legacy-Bonehed316
07-03-2003, 02:22 PM
you can only have one texture per face. so youll need a good many brushes. the only way i know of, anyway.
legacy-Fecal Marmaset
07-03-2003, 02:59 PM
I think he's talking about something, like an array of tv screens at a concert. They can all display separate images, but sometimes they all work together to "break up" one big image.
You'd have to make your picture/texture....then break it up into even pieces.
For example a 1024x1024 wall would consist of 16 pieces that were exactly 256x256.
So...in photoshop, or whatever.....you would make your 1 big image and then crop it into individual pieces.
Actually now that I think about it....all you'd have to do, is scale and pan it to fit. Though it would need to be the same size as the wall.
:D
legacy-Bonehed316
07-03-2003, 03:04 PM
the beauty of UED is that the brush dimensions are the same as textures. for instance, a 256x256 texture fits perfectly on a 256x256 wall. (though the skybox "seem" problem can happen)
and as i said, you can still only fit on texture on a surface. at least not without a combiner, and even then its still one texture (ie you cant have 2 different textures tile on one surface).
ive seen things that are like you want, and again, many brushes are the only to use 16 textures to make up one huge texture. you would need 16 brushes, also.
legacy-common
07-03-2003, 04:34 PM
Originally posted by Fecal Marmaset
Actually now that I think about it....all you'd have to do, is scale and pan it to fit. Though it would need to be the same size as the wall.
:D
yip 1 texture and many bsp or 1 smesh
Smood
07-03-2003, 07:04 PM
Yes thats what I originally thought. Thanks a lot for the input guys!
legacy-sneaky_usb
07-03-2003, 07:50 PM
smood~
export the texture you wanna use.
open it up in photoshop.
set it as a pattern.
open a new document the size of the bsp wall that you need to cover.
apply the pattern to the new doc.
scale pattern as desired.
make a new layer.
add your design in whatever colors you like.
double click the layer to get the layer properties.
set it to 'overlay'.
save it as bmp/dds/whateverelseworks.
import it into UED.
apply it to your bsp face.
You now have the design on the wall using only 1 brush.
big hug.
-=sneak
Smood
07-03-2003, 08:54 PM
WOW! AMAZING!
If your method works, its going to fooking help my texturing job a lot! Making it plausible!
THANKS.
legacy-sneaky_usb
07-04-2003, 12:50 AM
It'll work.
If the above instructions were unclear, drop me a line.
-=sneak ;)
legacy-AshenFlame
07-04-2003, 04:37 AM
You could always wuss out and make a projector across the whole wall ;)
*ducks*
legacy-common
07-04-2003, 06:44 AM
Originally posted by sneaky_usb
It'll work.
If the above instructions were unclear, drop me a line.
-=sneak ;)
im confused, how did u get 1 brush outta that ?
and if u start scaling things you MUST make sure that all textures are scaled the same !!!!!!!!!
otherwise if its a pic of a face u might have one LARGE eye and one small eye and the nose might be medium size.
myself, if its really big part of the map, make a ridiculously large 2048 X 2048 texture so ya got some more detail...or make 4 1024 X1024 (splitting the entirety over four images) all depending on how detailed the picture is to begin with.
use the same texture and if you scale one texture face, then scale all the others the same !!
legacy-sneaky_usb
07-04-2003, 12:12 PM
Originally posted by common
im confused, how did u get 1 brush outta that ?
and if u start scaling things you MUST make sure that all textures are scaled the same !!!!!!!!!
otherwise if its a pic of a face u might have one LARGE eye and one small eye and the nose might be medium size.
myself, if its really big part of the map, make a ridiculously large 2048 X 2048 texture so ya got some more detail...or make 4 1024 X1024 (splitting the entirety over four images) all depending on how detailed the picture is to begin with.
use the same texture and if you scale one texture face, then scale all the others the same !!
ok.. i have no idea what you are trying to say. sorry.
when you export the texture & put it in photoshop - set that texture as a pattern. you can now scale that pattern just as you would in UED.
apply it to a new photoshop doc the size of the surface you want to cover.. make sure the scaling is correct for your surface.
add a new layer.
draw/paint/paste your design to the new layer.
double click the new layer to open it's properties.
set the blend mode to overlay.
your design will now appear as part of the background texture.
save the new document as a dds/bmp/whatever.
import it back into UED.
apply it to your surface.
marvel at your |337-ness.
maybe i explained it better this time.
-=sneak
Smood
07-04-2003, 01:03 PM
Originally posted by sneaky_usb
ok.. i have no idea what you are trying to say. sorry.
when you export the texture & put it in photoshop - set that texture as a pattern. you can now scale that pattern just as you would in UED.
apply it to a new photoshop doc the size of the surface you want to cover.. make sure the scaling is correct for your surface.
add a new layer.
draw/paint/paste your design to the new layer.
double click the new layer to open it's properties.
set the blend mode to overlay.
your design will now appear as part of the background texture.
save the new document as a dds/bmp/whatever.
import it back into UED.
apply it to your surface.
marvel at your |337-ness.
maybe i explained it better this time.
-=sneak
How do you set the background texture as a pattern in photoshop?
legacy-sneaky_usb
07-05-2003, 03:07 AM
Edit>Define Pattern
Just give it a name & click OK or save or whatever the affirmative answer is.
Then once you open your new doc - Edit>Fill - select the texture you just saved - and there you have it.
-=sneak
Smood
12-17-2003, 09:03 AM
Hey sneaky, I forgot how to scale the pattern in photoshop, how is this done?
legacy--Loric-
12-17-2003, 09:42 AM
Originally posted by Smood
Hey sneaky, I forgot how to scale the pattern in photoshop, how is this done?
There is no spoon, but there is a scale menu in Photoshop.
You can also use a Sheet in your map and place it over the BSP wall so you can have your image texture on the sheet. If you make it like 1UU in front of the wall, it should look as if it was part of it. Then you can have your seamless "brickwall" texture on your BSP as usual.
legacy-drwhojm
12-17-2003, 10:39 AM
you could also remove the wall(s) and make a the wall out of a static mesh... and make the texture how you want it..... but i like sneaky_usb's idea too since i don't know much about 3D max or other 3d apps
Smood
12-17-2003, 02:27 PM
Originally posted by drwhojm
you could also remove the wall(s) and make a the wall out of a static mesh... and make the texture how you want it..... but i like sneaky_usb's idea too since i don't know much about 3D max or other 3d apps
This seems like an excessive and clumsy solution to me. I would almost go as far as to say a stupid idea.
legacy-drwhojm
12-17-2003, 02:30 PM
Originally posted by Smood
This seems like an excessive and clumsy solution to me. I would almost go as far as to almost say a stupid idea.
yeah... i thought so too..... i have a few of those from time to time :bulb:
Smood
12-17-2003, 11:35 PM
Originally posted by drwhojm
yeah... i thought so too..... i have a few of those from time to time :bulb:
lol :haha:
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