Download (direct link):
9. Select the Screen option from the pull-down list at the top of the tab that currently reads as Normal.
You now have a much better-looking image, like the one of Figure 15-26. However, you must adjust how prominently the white bumps show up, which you can do by lowering the opacity.
10. On the Layers tab, change the Opacity from 100% to 20%.
This step adjusts how prominently the white bumps show up. Remember, these are supposed to be tiny bumps that barely affect the image. However, having them in there will add a lot more to the effect of the overall texture in the game.
274 Part IV: Going Beyond the Basics
Your image may look very dark right now, but a few more changes and the effect will be
Inverting the colors has made the little bumps in your image. Now you must turn down the amount of bumping.
Chapter 15: Creating Custom Textures 275
Now you’re ready to save your image.
11. Resize the image to 256 pixels in width and height. Then save the image in the correct textures folder as brick_h.tga.
Finding the texture: The editor image
There’s one last image to create before you can close Photoshop: the editor image. Thankfully, this is the second-easiest image to create for the game. This is the image that shows up in the mapping editor. This way you can find your texture and apply it to whatever surface you want in the game.
1. Revert your image back to the original brick by back-tracking through the History tab.
2. When you have the nice brick image back, resize it to 64 pixels in height and width.
3. Save the image as brick_ed.tga.
Generally, an editor image is never larger than 256 pixels in size. Images larger than that would use up precious memory and fill up the preview window. This is where The Compressonator comes into play. This program has been provided to you on the CD in the back of this book.
The purpose of this program is to convert the Targa images that you just created for your texture into an image format called DDS. For each image you have, a number of different size versions of this image will be created. They will all be compressed into a single file and then saved as a .dds file.
This is good because it creates different levels of detail called mip-maps. If you’re in a game and you see a building far off in the distance, you can’t see the tiny details of the texture applied to that building. Therefore, there is no reason why the game should display that texture in all its glory. Instead, if a .dds version of this image is available, a smaller version of the image will be used. You won’t miss any of the details, and your computer won’t have to work as hard. When you move in close to the building, the higher-quality version of image is displayed, and everything looks great.
Note that I say “if a .dds version of this image is available.” This isn’t a requirement for your image to work in the game or editor. However, it does help to make everything run smoothly, and I highly recommended creating the .dds file.
1. Load The Compressonator.
You can find a link to this program on your Start menu. When it’s loaded, you have a fairly bland-looking interface on your screen, as shown in Figure 15-27.
276 Part IV: Going Beyond the Basics
The Com-pressonator utility looks fairly bland, but the effect it has in the game is big.
To make things extremely easy, this program has a batch converter built in to it. This means that you can convert all your images at once without having to load and convert each one separately.
2. Choose FileOBatch Compress.
This opens a dialog box like that of Figure 15-28, where you can define all the details for your batch conversion.
3. Navigate to the folder where your images are saved. (This should be C:\Program Files\id Software\Quake 4\q4base\textures\ chapter15.) When you get there, select all the images except the one for brick_ed.tga.
Converting the editor image does you no good because it isn’t used in the game.
As for the other settings, here is what you want to apply:
a. Select the Use Input Directory check box under the Output Directory heading. This saves your converted images to the same directory from which they came.
b. For Output File Format, select the option DirectDraw Surface Textures (*.DDS).
c. For Output Format, select the option DirectX Texture Compression. Then click the Option button next to it to bring up the option dialog box shown in Figure 15-29. Because the fact that your textures do not have an alpha channel would define part of the image as being transparent, select the DXT1 (0/1 bit Alpha) option and leave the rest of the settings in their default state. Press OK when you have made the changes.
Chapter 15: Creating Custom Textures 277
You can batch convert your images into their DDS format to save time and effort.
Apply these precise compression settings, or your texture won’t work.
d. For Mipmaps, select Box-Filter. Then press the Option button next to it to bring up the window shown in Figure 15-30. Make sure the Lowest Mip-Level is set to 1 x 1 and click the Generate button to continue.