Sniper's Paradise!
Importing textures into UnrealED
First, make sure the image you are trying to import is:
- A power-of-two number of pixels across (e.g. 1x1, 16x4, 64x128, 256x256, ...) up to 1024x1024.
- Using 8-bit color (256 color indexed) BMP or PCX
- Saved in .pcx or .bmp.
- Textures need not be square. For example, many of the textures in Unreal are 128x128, 256x128 and 256x256.
To import a texture into UnrealEd
Navigate to the "Textures Browser" on the right side of the editor. At the bottom of the browser you should see an "Import" button.
Click on the "Import" button and find the directory containg your .pcx or .bmp file, then select it and click Open. A window will appear asking for specifics on how to import the file: (Options Show Below)
- Name:
- This is the name of your texture inside the UnrealEd.
- Group
- This is what group the texture will be displayed in the Texture Browser. This is for package organization only, and if you only have a few textures in your package just type in "None" or leave this field blank.
- Package
- UnrealEd will save your new package as a .utx. Do NOT import textures into any package file you downloaded or that came with the game!. This will cause "Version Mismatches". To embed textures into a map, use "MyLevel" as the package name and don't save it.
- Masked
- If your texture has Texture Effects (grate effect) then check this box otherwise you'd need to set each surface using the texture to Masked (under surface properties) in order to achieve the same effect.
- Generate MipMaps
- MipMaps are smoothly downsized versions of your texture that will be displayed when your texture is rendered smaller than its original size (i.e. at a distance). The goal of mipmaps is to make the downscaled textures look smoother than it would if the renderer simply skipped pixels of the original-size texture.
Once you've imported your textures into your new package make sure to Save it. It's best to create new texture packages and NOT edit old texture packs (to avoid version mismatch errors caused by multiple versions of the package in circulation) and you should never modify the original Epic texture packages bundled with Unreal!
Exporting Textures
To export a texture from UnrealEd, go to the texture browser and select the texture you want to export. Use the export button to export your texture. Then simply name the texture and select where you want to save your exported .PCX texture. You can then view or edit the file in any image editing program.
Exporting/Importing textures into MyLevel
Instead of loading up multiple .utx files when map building and applying one or two textures from several different texture files you may want to export the textures you want to use, then import the textures and embed them into your map. You do this by importing the texture using the package name "MyLevel", applying the texture to the brush surface of the map you are building and then saving the map. Do NOT save the "MyLevel" package. This feature is used to easily distribute maps without a buch of added files.
Note: To get any texture, sound or script to stay in the MyLevel package, it has to be used somewhere in the map. If a texture, sound or script is in the MyLevel package, but isn't placed in a map, then it will not get saved with the level and will be discarded.
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