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Texture creation

Started by Obidose, February 07, 2007, 11:22:05 PM

Obidose

After getting my compile working finally, and getting the hang of the basics of radiant, I am now reaching the point where I want to create new things. To do this I need to create/alter textures (and shaders?) but I don't have the foggiest how to . Can somebody explain the basics or point me in the direction of a tutorial. Most GTK radiant tutorials assume you either know how to make textures or are going to use other peoples.

Sorry if this is a common question, I have tried searching forums and also there is nothing relevant on the wiki.

Rekov

Yeah I need to know this too. Is there a way to load picture files into radiant?

Survivor

I'm busy. I'll ignore you later.

Survivor

Quote from: RekovYeah I need to know this too. Is there a way to load picture files into radiant?

Add them in the base/textures/(mapname) directory. You can then load them from the textures menu if you select (mapname)
I'm busy. I'll ignore you later.

Rekov

do they have to be in a certain format (ie. gif, jpg, bmp, ect.)?

Pat AfterMoon

Quote from: Rekovdo they have to be in a certain format (ie. gif, jpg, bmp, ect.)?

I think Tremulous and GtkRadiant currently assume jpg, png and tga.

Odin

Tremulous doesn't have support for PNG, I think.

vcxzet

Quote from: OdinTremulous doesn't have support for PNG, I think.
yes and I think we dont need it
alpha -> tga
zip -> pk3
so we have all features of png :P

Survivor

vxczet, please. Any sig bigger than the average post of a user makes me cry  :cry:
I'm busy. I'll ignore you later.

Odin

Quote from: vcxzet
Quote from: OdinTremulous doesn't have support for PNG, I think.
yes and I think we dont need it
alpha -> tga
zip -> pk3
so we have all features of png :P
Actually, according to the XreaL devs, png is superior to both jpg and tga.

Warrior

Quoteso we have all features of png
... but bigger file size with insignificant (or null) quality gain (PNG is a lossless format replacing specifically GIF format).
[glow=black,1,300]Warrior[/glow]

Survivor

It's not about who's saying it but the proof behind it. WHY is it better than both jpg and tga and does it apply to trem as much as it does to xreal? I'm not in the know here but those are some points which would have to be substaniated.
I'm busy. I'll ignore you later.

Warrior

From: http://en.wikipedia.org/wiki/PNG
QuotePNG (Portable Network Graphics) is a bitmap image format that employs lossless data compression. PNG was created to improve and replace the GIF format, as an image-file format not requiring a patent license.
[...]
PNG supports palette-based (palettes of 24-bit RGB colors) or greyscale or RGB images. PNG was designed for transfering images on the internet, not professional graphics, and so does not support other color spaces (such as CMYK).
I can say PNG is famous due to its transparency support, useful in web images, which Internet Explorer versions before 7 don't support. Maximum GIF colors was 256, PNG supports 24-bits palettes. PNG seems to be an open-source format (I'm not sure however). Quake3 and Q3 based don't support it; not sure if Doom3/Quake4 don't support it too.
[glow=black,1,300]Warrior[/glow]

Survivor

Quote from: WarriorPNG seems to be an open-source format (I'm not sure however). Quake3 and Q3 based don't support it;

That might cause a problem with trem then. Would have to ask timbo if support is possible else this discussion is useless.
I'm busy. I'll ignore you later.

gareth

there is no need for pngs because tgas can be compressed in the pk3.

vcxzet

I dont think png would be faster than tga
you lose time while getting it from pk3
then you lose time while decompressing it
it is like double zip

m0wlwurf

Why don't just integrate png support?
A patch is already available
so mappers could choose between the format they want to use,
and it wouldn't be slower, because it isn't like "double zip".
Zip compressed files can't be compressed anymore once they are compressed,
so its just normal zip.

f0rqu3

nice necro ...

png itself is compressed with something similar to zip
now you put the png in a pk3
how to read it back
decompress .png from the pk3 -> decompress pixel data -> get pixel data

but I thought again ... first decompression should be faster

m0wlwurf

Quotenice necro ...

Who the fuck is necro?

you have not to decompress it, you have to extract it, because it is already compressed...

And extracting files from an pk3 dosn't take much time, it's like jpeg, jpeg isn't compressed in the pk3 too, because it's compressed with it's own algorithm, so png hasn't any disadvantages compared to jpeg.

I hope you have understand me, because my English is very bad.

Thorn

Quote from: m0wlwurf
Quotenice necro ...



you have not to decompress it, you have to extract it

LolRoflMao?

m0wlwurf

Quote from: ThornLolRoflMao?

Don't you know that compressed files and stored files are two different things?

gareth

Quote from: m0wlwurf
Quote from: ThornLolRoflMao?

Don't you know that compressed files and stored files are two different things?

LolRoflMao

m0wlwurf

Quote from: gareth
Quote from: m0wlwurf
Quote from: ThornLolRoflMao?

Don't you know that compressed files and stored files are two different things?

LolRoflMao

Nice Forum, everyone is laugthing...

f0rqu3