Textures
UnrealED2 Tutorials by EZkeel




E-mail:Ezkeel@nikodemus.co.uk
Accompanied files : Texturing.zip (contains 2 graphics files for importing practise).
 

Contents

1) Picture Preparation
2) Importing your textures
3) Screenshots

Introduction

Importing your own textures can be very rewarding. It can customise your maps in endless ways.
 

Picture Preparation
Before you even open UnrealED, make the following preparations to make sure you can use your textures. I've enclosed two picture files for you to experiment with. One is a standard jpeg file for you to convert and try, and the other is a prepared pcx file that should be ready to import.

1) Make sure your picture is in an 8-bit pcx format (like the example file). If your picture is in jpeg or bmp format then use an application like paintshop or photosuite to convert it. Some applications make your textures go grainy when converting them so make sure you use the right package.

2) Ideally your pcx picture should be in the following size:
64x64, 128x128, 256x256 or 512x512.

3) It may also be helpful to give the pcx file a name that you're pretty sure won't be in any of the other texture packs. I'm not sure, but I think the editor can get confused as to where it should pick the texture from otherwise.
If your picture has not been set according to those criteria, you won't be able to import it!
 

Importing your textures

1) Open up UnrealED.

2) Open up the "TextureBrowser" from the icon on the toolbar that looks a small painting.

3) Click on "File" and then "Import"

4) Fill out the info in the new window as in the example but make the texture whatever you want to call it.
Always keep the package name as "MyLevel". When you import your textures to "MyLevel" they will always be integrated into your map and you won't need to include a separate texture file in with your zip.

5) Once you've imported it, you should see your new texture file in the window.

6) Make sure that each of your imported textures is used in the map somewhere it will not be kept by the editor!
 

Screenshots

When making your map for UT, its always nice to have a screenshot for your map so that the UT menu can give people a hint as to what your map will be like.

1) Use the method above to import your screenshot as a texture.
Make sure it is 256 x 256 and as usual it must be 8-bit.
It must also be called "Screenshot" (but without the quotes obviously)

2) Once you've imported it. Right click somewhere in your grid and choose "LevelProperties"

3) Open out the "LevelInfo" section and make sure your Screenshot is selected in the browser.

4) In the section called "Screenshot" in the Level Info click on use and you're finished. Check out the menu in UT to see if it shows up.
 

EZkeel
(Simon West-Bulford)