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high-resolution_texture [2006-07-23 12:13] skyjakehigh-resolution_texture [2009-08-13 15:07] (current) – Robot: Changing Category:Map Author's Guide dewbot
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 +Normal [[graphic_patch]]es, [[wall_texture]]s and [[flat]]s can be replaced with [[tga]] (Truevision Targa),
 +[[png]] (Portable Network Graphics) or [[pcx]] (Zsoft Paintbrush) images. The resolution of these external images can be higher than the resolution of the original graphics. 
 +
 +
 +====== Supported image file formats ======
 +
 +
 +The engine currently supports these image formats:
 +
 +
 +
 +^ Pixel depth^ PCX^ PNG^ TGA |
 +| 8-bit (paletted)<sup>(1)</sup>| Yes| Yes| — |
 +| 16-bit| —| —| — |
 +| 24-bit| —| Yes| Yes<sup>(2)</sup> |
 +| 32-bit ([[alpha_channel]])| —| Yes| Yes<sup>(2)</sup> |
 +
 +
 +
 +Notes:
 +  -  The palette does not have to match the palette of the game.
 +  -  TGAs must be type 2 (uncompressed, unmapped RGB).
 +
 +Note that 32-bit images are just 24-bit images with an additional 8 bits
 +per pixel for the [[alpha_channel]]. 
 +
 +The recommended format for high-resolution textures is paletted
 +[[png]]. It is the easiest format in which to distribute the textures due
 +to its small size. Since the palette doesn't have to be the same as
 +the game's, it should be enough for many textures.
 +
 +
 +====== Visible size ======
 +
 +
 +The high-resolution textures can be of any size. The engine will
 +render them scaled so that they fit the size of the original
 +texture. This means the aspect ratio of the new texture doesn't have
 +to be the same as of the original texture. Note that the engine will
 +have to resize all textures so that their dimensions are powers of two
 +(e.g. 32, 64, 128, 256). This means TGA/PNG textures whose width and
 +height are already powers of two can be loaded faster.
 +
 +
 +====== Transparency ======
 +
 +
 +Color keying is done if the file name of the image ends in "-ck", for
 +example **brnbigc-ck.png**. Both cyan (0,255,255) and purple
 +(255,0,255) are used as key colors. 
 +
 +An alternative way to have transparency
 +is to use an alpha channel. In it, white (255) means opaque and black
 +(0) is fully transparent. All values in between can be used, too, for
 +partly translucent pixels. When using an alpha channel, the "-ck"
 +suffix is not needed.
 +
 +
 +====== Example: Replacing a wall texture ======
 +
 +
 +To create a high-resolution texture for the wall texture STARTAN3
 +you'd place a TGA file named **STARTAN3.tga** or a PNG file named
 +**STARTAN3.png** into the **Textures** directory.
 +
 +
 +====== Flats ======
 +
 +
 +The file names of images that replace [[flat]]s must begin with "Flat-",
 +e.g. to replace the flat FLOOR7_2 you'd need to have a TGA file
 +**Flat-FLOOR7_2.tga** in the **Textures** directory. If there
 +are both [[png]] and [[tga]] versions of the same texture, the engine will use
 +the [[png]] version.
 +
 +[[version_1_8.6]] added the **Flats** external [[resource_category]].  In
 +order to replace FLOOR7_2, it is enough to put **FLOOR7_2.png**
 +into the **Flats** directory; no prefix is necessary.
 +
 + **Note:** The file names of high-resolution textures must match the [[texture]] names, not the names of the [[patch]]es that make up the textures. For example: DOOR2_5 is a patch name, DOOR3 is the texture that uses DOOR2_5.
 +
 +
 +====== Command line options ======
 +
 +
 +To disable high-resolution textures use the command line option
 +//-nohightex//. The option //-texdir// can be used to change the
 +directory from which the textures are searched.
 +
 +
 +====== See also ======
 +
 +  *  [[addons]]
 +
 +
 +
 +
  
modding/high-resolution_texture.txt · Last modified: 2009-08-13 15:07 by dewbot