Difference between revisions of "Texturing"

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(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]].
  
There are two things you have to/can do when editing the textures: changing the textures themselves, and changing the UV mapping (texture mapping, placement) of it in the model.
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==Texture Replacement==
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[[File:TextureEditing-BRRESEditor.jpg|200px|thumb|Selecting a texture in the BRRES editor.]]
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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.  
  
This is the only part of the tutorial you'll have to follow if you are creating a [[Texture Hack]].
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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.
  
==Texture Replacement==
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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.
To change the texture that the game's going to use, you must use [[CTools]]. Open the course_model.brres file for the course (but you might be wanting to edit other stuff, see how [[Important Stuff (Custom Track Tutorial)#Editing models other than the course's|here]]), and open the Textures (NW4R) folder.
 
  
You'll see a long list of all textures used in the course (or object). Click on each to see how it looks like.
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==UV Mapping==
  
To edit a texture, select it and click the icon on the bottom right corner of the window that has a folder in it. 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 reccomend to not to import a texture that's over 1024x1024.
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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.  
  
There is a button with a floppy disk right next to the folder one, in case you need to export the image from the file.
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==Making Other Changes to Texture Hacks==
  
After importing the new texture, it should appear on the editor. Edit all the textures you want to. Remember to always save, or else you might just lose all your work.
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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

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 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