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This means that when you change one size value, the other changes in the same proportion.
3. Enter a width of 256 pixels.
This size is the goal set forth at the beginning of the chapter. Because you have Constrain Proportions checked off in the bottom of the dialog box, the Height automatically changes to 256 pixels as well.
4. Now press OK to apply the size change.
Resize the image.
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The image appears pretty small on your screen after you apply the above changes, but that’s also because you are zoomed way out. If you entered the numbers as outlined, everything is as it should be.
5. To save the file, choose FileOSave As.
You have to save this image and each after it in a specific location so that the game can find and use these files.
6. At the top of this Save As dialog box, change the Save In location to C:\Program Files\id Software\Quake 4\q4base. Here, create a new folder by clicking the New Folder icon shown in the margin. Create a folder named textures. Access this folder.
In the textures folder that you just created, you can create your custom texture folder. This folder can have any name that you desire. However, I recommend that you name it the same as your map file. This way, when you go to distribute your map, it is less likely that this folder and the files within it are overwritten by another map with the same name. It’s less likely that your map has the exact same name as someone else as opposed to using a generic folder name for your custom textures.
7. Because the name of this map is going to be chapter15.map, name this new folder chapter15.
In this new texture folder, which is now C:\Program Files\id Software\Quake 4\q4base\textures\chapter15,you can save your diffuse map.
8. Select the Format for your image to be Targa. This is the format used by the game. Because this texture can appropriately be called brick and this is the diffuse map version, enter a File Name of brick_d.tga.
9. Press Save to save the file. When prompted for the Targa resolution, select 24 bits/pixel, and you’re done.
Picking out the highlights: The specular map
The next image you need to create is the specular map. This image defines how the light reacts. Some parts of the image might be shinier than others, but some might not reflect any light at all. By making shiny parts of your image white and dull parts black, you can tell the game how to reflect the light off your texture.
Before proceeding, you need to go back to the larger version of your image. The one open in Photoshop now has been scaled down to 256 x 256 pixels.
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When you resize your image, it might appear pretty small.
To go back to the previous version, you have two options. You can close the one you have and open the high-quality version that you saved earlier, or you can go back in history to a point before you scaled the image down in size. I show you the latter.
Photoshop has the ability to save the history of changes made to an image. Look on the right side of the program and find a tab labeled History, as shown in Figure 15-13. If you find it, select it now; otherwise choose WindowOHistory to display it. On the right side of this History tab, you can scroll through the changes that have been made to your image. Select the history item that comes just before Image Size. That will be the image state before you changed the size of the image.
Now that you’re back to the original image, you can continue with making a new image map.
Often, brick isn’t very shiny. Looking at the picture, what you can determine about how light shines on the elements in the picture is that anything that looks black is not shiny. This is where there is either to much shade or there is no shiny quality about it. The rest of the image is just flat in terms of light.
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Zoom in close to your image so that you can see the distinct colors of your brick.
So, you need to tell the game that all the black areas of the texture are unshiny and that the rest of the image is neither shiny nor un-shiny, but rather flat. With Photoshop, this is easy to do.
1. Zoom in 125 percent to the image in Photoshop.
The “Shifting the image to expose the seam” section offers several zooming methods.
You can tell when you are at 125 percent by either looking at the title bar on your image’s window or by looking at the Navigator window. There you will see the zoom percentage reflected, as shown in Figure 15-14.
2. Choose SelectOColor Range.
A dialog box opens, and an eyedropper replaces your mouse pointer.
You can use this eyedropper either in the box shown in this small dialog box or on the image you’re working on in Photoshop. The idea is to select the black color in your image. This selection will then be translated to the game as the shiny area of the texture.