Author Topic: Texture creation  (Read 8849 times)

Obidose

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Texture creation
« on: February 07, 2007, 11:22:05 pm »
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

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Texture creation
« Reply #1 on: February 08, 2007, 03:57:41 pm »
Yeah I need to know this too. Is there a way to load picture files into radiant?
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]

Survivor

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Texture creation
« Reply #2 on: February 08, 2007, 04:01:09 pm »
I’m busy. I’ll ignore you later.

Survivor

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Texture creation
« Reply #3 on: February 08, 2007, 04:05:54 pm »
Quote from: "Rekov"
Yeah 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

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Texture creation
« Reply #4 on: February 08, 2007, 04:11:17 pm »
do they have to be in a certain format (ie. gif, jpg, bmp, ect.)?
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]

Pat AfterMoon

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Texture creation
« Reply #5 on: February 08, 2007, 04:43:06 pm »
Quote from: "Rekov"
do 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

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Texture creation
« Reply #6 on: February 08, 2007, 05:05:15 pm »
Tremulous doesn't have support for PNG, I think.

vcxzet

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Texture creation
« Reply #7 on: February 08, 2007, 05:34:04 pm »
Quote from: "Odin"
Tremulous 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

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Texture creation
« Reply #8 on: February 08, 2007, 05:35:43 pm »
vxczet, please. Any sig bigger than the average post of a user makes me cry  :cry:
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Odin

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« Reply #9 on: February 08, 2007, 07:46:25 pm »
Quote from: "vcxzet"
Quote from: "Odin"
Tremulous 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

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Texture creation
« Reply #10 on: February 08, 2007, 07:56:12 pm »
Quote
so 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).

Survivor

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Texture creation
« Reply #11 on: February 08, 2007, 07:56:24 pm »
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.
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Warrior

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Texture creation
« Reply #12 on: February 08, 2007, 08:10:32 pm »
From: http://en.wikipedia.org/wiki/PNG
Quote
PNG (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.

Survivor

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Texture creation
« Reply #13 on: February 08, 2007, 08:47:05 pm »
Quote from: "Warrior"
PNG 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.
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gareth

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« Reply #14 on: February 08, 2007, 09:28:31 pm »
there is no need for pngs because tgas can be compressed in the pk3.

vcxzet

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Texture creation
« Reply #15 on: February 08, 2007, 10:11:41 pm »
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

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Texture creation
« Reply #16 on: April 25, 2007, 04:31:10 pm »
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

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Texture creation
« Reply #17 on: April 25, 2007, 06:43:20 pm »
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

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Texture creation
« Reply #18 on: April 25, 2007, 08:14:43 pm »
Quote
nice 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

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Texture creation
« Reply #19 on: April 25, 2007, 09:28:30 pm »
Quote from: "m0wlwurf"
Quote
nice necro ...




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


LolRoflMao?

m0wlwurf

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Texture creation
« Reply #20 on: April 26, 2007, 01:05:56 pm »
Quote from: "Thorn"
LolRoflMao?


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

gareth

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Texture creation
« Reply #21 on: April 26, 2007, 02:21:58 pm »
Quote from: "m0wlwurf"
Quote from: "Thorn"
LolRoflMao?


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


LolRoflMao

m0wlwurf

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Texture creation
« Reply #22 on: April 26, 2007, 02:25:12 pm »
Quote from: "gareth"
Quote from: "m0wlwurf"
Quote from: "Thorn"
LolRoflMao?


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


LolRoflMao


Nice Forum, everyone is laugthing...

f0rqu3

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Texture creation
« Reply #23 on: April 26, 2007, 02:58:13 pm »
http://www.mercenariesguild.net/tremx/ioq3_1066_png.zip
revised patch for ioq3 and it is easy to apply to tremulous

edit: for tremulous
http://www.mercenariesguild.net/tremx/trem_938_png.zip