Texturing

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Revision as of 19:16, 9 October 2011 by Jefe (talk | contribs) (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

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