View Full Version : Nooby texture question
legacy-mole_guy
06-23-2006, 01:29 PM
I have created a texture, saved it as a bmp file, filled in the relevent info in the import box (package= "myLevel") but I can't then get to the myLevel package!
Help!
legacy-pcmods
06-23-2006, 01:46 PM
Does the folder to the texture have any spaces in it?
If so, move the texture to a folder without spaces.
You can also check the log to see what the problem is.
Click the icon next to the input box at the bottom of the editor just before you import the texture.
Radiosity
06-23-2006, 02:06 PM
The spaces in a filename only applies to sounds, it doesn't matter for textures.
I'd say the main problem is that .bmp isn't a supported format. Try .tga or preferrably .dds if you've got the nvidia plugins for photoshop.
legacy-sandorski
06-23-2006, 02:58 PM
PCMods is correct, make sure the BMP isn't in "My Documents" or other folder with spaces in it.
BMP is a supported format, but it has to be at least 24bit(IIRC).
The dimensions of the Texture need to be in Powers of 2(2,4,8,16,32,64,128,256,512,1024, 2048) or it won't Import.
If you Import them into "mylevel", you need to use them in the Map or they will be removed from mylevel when you shutdown UEd.
legacy-ShredPrince2
06-23-2006, 05:10 PM
I never had any luck importing BMPs.
IF you have photoshop google Targa plugins, and save as Targa and import like that.
Works like clockwork for me EVERT time, no matter where its stored.
legacy-Smaz
06-23-2006, 08:09 PM
The BMP file must be as stated before:
2 x 2, 4 x 4....... etc ...... 256 x 256, 512 x 512 and 1024 x 1024. Other image sizes won't work, but it won't tell you it hasn't worked either.
They must also be saved as BMP 8 format, with 256 colours, otherwise it will not work either.
http://www.trapclan.com/textures.gif
That's in Macromedia Fireworks, look for something similar in an export wizard/preview in whatever you're using.
If you use any other setttings for a .bmp file, then it won't work. Took me a little while to figure out until I found this page:
http://unreal.epicgames.com/Texture.htm
Radiosity
06-24-2006, 12:05 PM
PCMods is correct, make sure the BMP isn't in "My Documents" or other folder with spaces in it.
You guys need to stop giving erroneus information. It doesn't matter where you put textures, they'll import as long as they're valid (see above post regarding dimensions etc). Sounds are the only thing that will not import if there is a space in the file name or file path.
Of course, you shouldn't put spaces in the filename of any file (tex, smesh, mapname, whatever), but file path really makes no difference, again unless it's a sound file.
edit:
They must also be saved as BMP 8 format, with 256 colours, otherwise it will not work either.
See, this is why I said .bmp isn't supported. If you've created a texture using a pallette of 16 million colours, do you really want to reduce it to a crappy 256 colour bitmap? Just save as .tga. Of course, you're also screwed if you happen to want to use an alpha channel, since .bmp doesn't support it.
DGUnreal
06-24-2006, 02:00 PM
As stated by a few others, textures will normally import from any folder on your computer, however, certain characters will mess up UnrealEd if used in the Package, Group or Asset name.
Folders on your computer can usually have spaces, as can the original .bmp/.tga filename (any spaces in the filename are removed by the UnrealEd importer).
Be sure to not put odd characters in the Group name. There are a couple of retail packages that are messed up because of this. Always use alpha characters only with no spaces just to be safe. You can usually use numbers also, but be careful with them.
The asset name itself should be only alpha, numeric, and "-" and "_".
Be careful with other characters, and don't use spaces.
Certain combinations are handled specific by UnrealEd, such as when creating animated textures.
Textures must be power-of-two sized, or UnrealEd will simply not load it with no warning.
Bmp format loads fine so long as it is not using any compression (.bmp does support a few subtypes). Likewise Tga format should not be RLE compressed.
Both file formats support 24-bit for best-quality images. Tga supports an alpha-channel that can be used for Shader masks.
Be sure to always compress any Bmp/Tga textures that you import appropriately (DXT1 for 8/24-bit, DXT5 if it has an alpha-channel), and also set their applicable MaterialType, Detail Texture, and NormalLOD.
Personally, I keep my original source textures in .bmp format if they are going to be used as DXT1, and .tga if they are going to be used as DXT5 (ie: with alpha). There is no reason to use P8 or DXT3 as these just waste space.
legacy-mole_guy
06-25-2006, 08:28 AM
sorry you lot. tried most of your methods, none works.
Maybe I should explain my problem more:
I save the texture as "entrywall.bmp" in a folder called "UnrealTex" It came from the MS program "paint"
Size is a power of two.
I open UnrealEd
Then open My level that I want it to be in
Then open the texture browser
Then click on File>Import in the texture browser
Select the texture and click OK
fill in package="MyLevel" group="walls" name="entrywall" and leave the checkboxes at the defaults.
Click OK and it takes me to a package with no name, and no groups. The first Texture is the Unreal2004 logo
I search through here and can't find the texture
Hope this helps
legacy-ShredPrince2
06-25-2006, 12:48 PM
I promise if you try my Targa method from above it should work.
Host the file somewhere and post a link here and Ill save it as a Targa for you.
DGUnreal
06-25-2006, 01:13 PM
If it doesn't show up and you go to a blank area showing default textures, it almost always is because the texture that was imported is not the proper dimensions. It must be a power-of-two in width and height. Alternately, because it was BMP compressed.
Width/Height must be any value exactly of 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048.
eg: 256x256, 64x1024, etc.
And it can be square or rectangular, so long as it is exactly any of those values.
BMP or TGA makes no difference.
legacy-mole_guy
06-26-2006, 01:35 PM
Right, thanks you lot, but I went out and got some strange magazine which gave me a free version of Serif photoplus so I can now save files as TGA's!
Thanks a million all of you.
legacy-pcmods
06-27-2006, 05:13 AM
As stated by a few others, textures will normally import from any folder on your computer, however, certain characters will mess up UnrealEd if used in the Package, Group or Asset name.
Folders on your computer can usually have spaces, as can the original .bmp/.tga filename (any spaces in the filename are removed by the UnrealEd importer).
Since your the expert, please explain:
Cmd: TEXTURE IMPORT FILE="G:\A A A\JRelicRedemption_01_0.TGA" NAME="JRelicRedemption_01_0" PACKAGE="2K4Chargers" GROUP="ChargerTextures" MIPS=1 MASKED=0 Alpha=0 NormalLOD=0
Log: FactoryCreateBinary: Texture with TextureFactory (0 0 G:\A A A\JRelicRedemption_01_0.TGA)
Log: Can't find file 'G:\A A A\JRelicRedemption_01_0.TGA' for import
Error: Import texture JRelicRedemption_01_0 from G:\JRelicRedemption_01_0.TGA failed
Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="2K4Chargers" GROUP="ChargerTextures"
Cmd: CAMERA UPDATE NAME=MeshViewer MESH="banner" FLAGS=641 REN=19 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser
Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=120763008
Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=165453760
Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="2K4Chargers" GROUP="ChargerTextures"
Cmd: MAYBEAUTOSAVE
Cmd: TEXTURE IMPORT FILE="G:\JRelicRedemption_01_0.TGA" NAME="JRelicRedemption_01_0" PACKAGE="2K4Chargers" GROUP="ChargerTextures" MIPS=1 MASKED=0 Alpha=0 NormalLOD=0
Log: FactoryCreateBinary: Texture with TextureFactory (0 0 G:\JRelicRedemption_01_0.TGA)
Log: Imported Texture 2K4Chargers.ChargerTextures.JRelicRedemption_01_0
Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="2K4Chargers" GROUP="ChargerTextures"
Cmd: CAMERA UPDATE NAME=MeshViewer MESH="banner" FLAGS=641 REN=19 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser
Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=120763008
Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=165453760
Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="2K4Chargers" GROUP="ChargerTextures"
I get this when ever I try import from a folder with a space, so do I have stuffed UT or what.
sorry you lot. tried most of your methods, none works.
Maybe I should explain my problem more:
I save the texture as "entrywall.bmp" in a folder called "UnrealTex" It came from the MS program "paint"
Size is a power of two.
I open UnrealEd
Then open My level that I want it to be in
Then open the texture browser
Then click on File>Import in the texture browser
Select the texture and click OK
fill in package="MyLevel" group="walls" name="entrywall" and leave the checkboxes at the defaults.
Click OK and it takes me to a package with no name, and no groups. The first Texture is the Unreal2004 logo
I search through here and can't find the texture
Hope this helps
As I said before, check the log and see why the texture isn't importing.. It will tell you what the error is, if there is any.
DGUnreal
06-27-2006, 01:38 PM
Since your the expert, please explain:
I get this when ever I try import from a folder with a space, so do I have stuffed UT or what.
Who ever said I was the expert... :weird:
I do this professionally (and personally) full-time, so I have a lot of UE1/2/2.5/3 experience.
I can import textures into UnrealEd 3 (2005-11-23_16.22) that have spaces in either the folder or file name just fine (any spaces in the name will be removed by UnrealEd).
I even created an "A A A" folder and tried that (from my local boot drive though).
As I mentioned in a previous post though, be careful with using any special characters (punctuation etc.) other than "-" and "_" in either a folder or the UEd Package or Group names, as that usually fails.
From my UnrealEd log after importing:
Cmd: TEXTURE IMPORT FILE="C:\Documents and Settings\Administrator\My Documents\DG_HS_StormyDays0.bmp" NAME="DG_HS_StormyDays0" PACKAGE="MyLevel" GROUP="Construct" MIPS=1 MASKED=0 Alpha=0 NormalLOD=0
Log: FactoryCreateBinary: Texture with TextureFactory (0 0 C:\Documents and Settings\Administrator\My Documents\DG_HS_StormyDays0.bmp)
Log: Imported Texture myLevel.Construct.DG_HS_StormyDays0
Cmd: TEXTURE IMPORT FILE="C:\Temp\A A A\DG_HS_StormyDays0.bmp" NAME="DG_HS_StormyDays0" PACKAGE="myLevel" GROUP="Construct" MIPS=1 MASKED=0 Alpha=0 NormalLOD=0
Log: FactoryCreateBinary: Texture with TextureFactory (0 0 C:\Temp\A A A\DG_HS_StormyDays0.bmp)
Log: Imported Texture myLevel.Construct.DG_HS_StormyDays0
I noticed that you are importing from a "G:" drive. What type of drive is this?
Network drives, especially slow devices, can cause problems with importing into UnrealEd.
I have had file import failure, mostly when importing sounds, if the network drive is slow.
BigJim
06-27-2006, 03:01 PM
Who ever said I was the expert... :weird:
Well I do, frequently. :)
Often's the time I feel like trying to bribe, blackmail, or otherwise coerce you into explaining whatever thing it is that's gotten me stumped that day, but I'm usually able to figure out roughly the area I should be delving into first by trial, error & often not a little bloodshed.
Speaking of which, the way I figured out custom textures for the very first time (and thus by extention all the cool things myLevel can do) was to open a stock map, and export a bunch of textures out to file.
Microsoft do a little app that you can download, it converts image files to .DDS format and vice-versa, or you can download a Photoshop/NVidia plugin (Paintshop-pro/Gimp compatible too iirc) that does the same thing in the file>save as dialogue box of Photoshop.
Just open up the texture images in your paint app of choice & you can see exacty what the Ed expects from you, and you get to see it in the program you'll be using to make your own.
I use .DDS format (be it DXT 1, 3 or 5) exclusively, I store all my custom stuff on a seperate HD with a single space in the path, and barring that one time I forgot to plug the HD's ide cable back in ( :rolleyes: ) I've never had a problem with imp/exporting anything to date, and belive it or not, once you're into the habit of converting all your final textures to.DDS before you import them, life becomes tons simpler.
I don't know for sure about Photoplus, but I'd sincerely recommend using .DDS for everything, the Microsoft app will do it for you from most file types (BMP, TGA, etc..) if the plugin won't work with your prog.
Best of luck. :)
legacy-pcmods
06-27-2006, 11:30 PM
Who ever said I was the expert... :weird:
I noticed that you are importing from a "G:" drive. What type of drive is this?
Network drives, especially slow devices, can cause problems with importing into UnrealEd.
I have had file import failure, mostly when importing sounds, if the network drive is slow.
G: is my hard drive.
I have the latest patch and can not import from a folder with spaces in it.
So i either have a stuffed UED, or it''s something else. I can also import from CD and NETWORK drives as long as there is no spaces.
As for being the expert, your always boasting you have years of experience (just like you did now), so I assume your the expert then,,, but I'm not gonna take this subject off topic any further.
As for the original poster: Have you checked the log to see why the texture isn't importing.
legacy-mole_guy
06-28-2006, 12:23 PM
Err, you guys, thanks and all that, but it's working now!
I found a program which will save files as TGA's, they work.
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