CSE4MOD Textures and Materials Paul Taylor 2009. Texturing in 2k4 From now on we will consider...
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Transcript of CSE4MOD Textures and Materials Paul Taylor 2009. Texturing in 2k4 From now on we will consider...
![Page 1: CSE4MOD Textures and Materials Paul Taylor 2009. Texturing in 2k4 From now on we will consider Textures to be the image that is used for painting the.](https://reader036.fdocuments.in/reader036/viewer/2022062718/56649eb45503460f94bbc6cf/html5/thumbnails/1.jpg)
CSE4MODTextures and Materials
Paul Taylor 2009
![Page 2: CSE4MOD Textures and Materials Paul Taylor 2009. Texturing in 2k4 From now on we will consider Textures to be the image that is used for painting the.](https://reader036.fdocuments.in/reader036/viewer/2022062718/56649eb45503460f94bbc6cf/html5/thumbnails/2.jpg)
Texturing in 2k4
From now on we will consider Textures to be the image that is used for painting the objects
When it is applied to a BSP the texture, it is used as a Material
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Texture Formats
• Powers of 2 from 32 up to 2048 (now 4096 I believe)• Formats
– DirectX Texture Compression (DXTC)• 1 – Fails on older Nvidia hardware - 1 bit alpha• 3 – 4-bit Alpha• 5 – 4-bit interpolated alpha
– 8-bit palettized (P8) (256 colour)• Used in U and UT they can save 75% of disk and ram usage whilst
retaining up to 100% of detail
– 32-bit RGBA textures• Big, Fat and Beautiful – 8bit alpha
– 8-bit and 16-bit greyscale heightmaps.
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Texture Properties
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F is for Fallback
• This shows the most basic version of a texture– Used when UT is running on economy hardware
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The Checkerboard
• This places a coloured checkerboard behind your texture– This guy is for Alpha testing!
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Layer-Looking
• This guy toggles showing the layer you are working on, or the overall view of the material
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Geometry Wrapping
• These three allow you to test your material on different surfaces
• You can drag the 3D views using:– Left mouse for Z– Right mouse for Z and Y• Use alt to rotate around the Y axis
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The Texture Properties
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The Texture Properties
• Animation– AnimNext– MaxFrameRate– MinFrameRate– PrimeCount• Pre render cycles
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The Texture Properties
• Material– Fallback– SurfaceType• Sets the surface type which is referenced by the engine
for effects
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The Texture Properties
• Surface– bAlphaTexture• Disable/Enable the alpha filter
– bMasked• The cheap version of alpha blending
– bTwoSided• Useful for sheet polygons
• Texture• TextureFormat
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The Texture Properties• Texture
– Detail• A greyscale texture that is faded in as you approach the material –
Keeping the average of this texture to ~127 will keep the brightness from changing
• Used for wood-grain effects as a micro texture, or rock crevice effects as a macro texture (to reduce tiling effect)
– DetailScale• 8 or above for a Macro Texture, 0.25 or smaller for a micro texture
– LODSet• This helps the engine decide on the detail levels and mipmaps to use,
based on the user settings
– NormalLOD• This is the ‘normal’ level of detail for your texture. Basically how many
Mip levels are skipped. Unknown if it is the first ones, or just some!
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LOD Values
• -4 UltraHigh -3 VeryHigh -2 High -1 Higher 0 Normal +1 Lower +2 Low +3 VeryLow +4 UltraLow
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The Texture Properties• Texture– Palette• Used for 8-bit textures. I’ve never used it!
– Uclamp• Used for Scripted Textures, useless on a normal texture
– UClampMode• Sets the wrapping mode of the texture to TC_Wrap or
TC_Clamp– Clamp will stretch the last pixels across the screen! (Alpha)
– Vclamp• As above
– VClampMode• As above
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http://udn.epicgames.com/Two/ProjectorTextures.html
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The Texture Properties
• TextureFormat– DXT1– DXT3– DXT5– AGBR– 8BIT
• You can compress a 32bit image to DXT 1/3/5 with the Compress option when you right click a texture in UnrealEd
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Now you know everything important about textures
It’s time to start creating materials!
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Shaders
Shaders are materials that apply effects to your surface
These include things such as:Secular LightingDiffuse LightingSelf Illumination
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Creating a Shader
Texture BrowserFile->New
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Red stubs are at default settings
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Each Stub can use either an existing texture, or a new material
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Modifiers
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Environment Maps
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Scripted Textures
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References
• http://www.warp2search.net/contentteller/news_story/nv30_to_unlock_advanced_graphic_features_in_unreal_tournament_2003.html
• http://www.oldunreal.com/editing/s3tc/Unreal%20Textures.doc
• http://udn.epicgames.com/Two/TextureSpecifications.html