Difference between revisions of "Texturing"
(This article should probably be split between texture editing and texture hacks. Or something.) |
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− | + | This is the only part of the tutorial you'll have to follow if you are creating a basic [[Texture Hack]]. | |
− | + | ==Texture Replacement== | |
+ | |||
+ | [[File:TextureEditing-BRRESEditor.jpg|200px|thumb|Selecting a texture in the BRRES editor.]] | ||
+ | |||
+ | To change the textures that are used in a level, you need [[CTools]] and an image editing program. Open the level (the SZS file) in SZS Explorer. Find course_model.brres in the file listing, and click 'open' which will open the course model in the BRRES editor. Take a look at the Textures (NW4R) folder in the editor window. You'll see a long list of all textures used in the course (or if you're looking at another BRRES, the object.) You can click a textures to see a preview. Be careful not to scroll through the textures too quickly because it can make the program crash. | ||
− | + | To export a texture, click on the floppy disk icon in the bottom right corner of the BRRES Editor window. To import a texture, click the folder icon, also in the bottom right corner of the window. Select a new image file (multiple formats and transparency are supported), but remember to import a texture which the dimensions are powers of 4 or 8 depending on the image format (it's the block size), if you're not sure what to take, just take 8. Examples of valid dimensions: 64x64, 512x512, 256x128, 8x1024, etc. There is no size limit, but we recommend to not to import a texture that's over 1024x1024. | |
− | + | After importing the new texture, it should appear on the editor. Remember to save regularly. It's also a good idea to keep both a backup of the original SZS and an older version of your texture hack in case something goes wrong. | |
− | |||
− | + | ==UV Mapping== | |
− | + | Changing the UV mapping (texture mapping, placement) of a model is more complicated. It requires exporting the level, editing it in a 3D modeling program, then reimporting it. | |
− | + | ==Making Other Changes to Texture Hacks== | |
− | + | If you're making a texture hack, you may want to make other changes to the level beside textures. See the [[Important Stuff (Custom Track Tutorial)|Important Stuff]] article for information about changing lighting and post effects, or porting [[Object]]s from other levels. The [[KMP Editing]] tutorial explains how to change item placement. | |
== Links == | == Links == | ||
{{Custom Track Tutorial}} | {{Custom Track Tutorial}} | ||
[[category:Tutorials]][[category:Custom Track Tutorial]] | [[category:Tutorials]][[category:Custom Track Tutorial]] |
Revision as of 19:16, 9 October 2011
This is the only part of the tutorial you'll have to follow if you are creating a basic Texture Hack.
Texture Replacement
To change the textures that are used in a level, you need CTools and an image editing program. Open the level (the SZS file) in SZS Explorer. Find course_model.brres in the file listing, and click 'open' which will open the course model in the BRRES editor. Take a look at the Textures (NW4R) folder in the editor window. You'll see a long list of all textures used in the course (or if you're looking at another BRRES, the object.) You can click a textures to see a preview. Be careful not to scroll through the textures too quickly because it can make the program crash.
To export a texture, click on the floppy disk icon in the bottom right corner of the BRRES Editor window. To import a texture, click the folder icon, also in the bottom right corner of the window. Select a new image file (multiple formats and transparency are supported), but remember to import a texture which the dimensions are powers of 4 or 8 depending on the image format (it's the block size), if you're not sure what to take, just take 8. Examples of valid dimensions: 64x64, 512x512, 256x128, 8x1024, etc. There is no size limit, but we recommend to not to import a texture that's over 1024x1024.
After importing the new texture, it should appear on the editor. Remember to save regularly. It's also a good idea to keep both a backup of the original SZS and an older version of your texture hack in case something goes wrong.
UV Mapping
Changing the UV mapping (texture mapping, placement) of a model is more complicated. It requires exporting the level, editing it in a 3D modeling program, then reimporting it.
Making Other Changes to Texture Hacks
If you're making a texture hack, you may want to make other changes to the level beside textures. See the Important Stuff article for information about changing lighting and post effects, or porting Objects from other levels. The KMP Editing tutorial explains how to change item placement.
Links
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
Post-effects –
Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
Misc. Tutorials
Getting Files –
BrawlBox Tricks –
Animations –
Shadows –
Mipmaps
Custom Effects –
Moving Terrain –
Music –
Ports –
Paint Remakes –
Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
BrawlBox –
CTools Pack –
KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
Custom Objects –
Model Database –
Tutorial Archive