[Skin Tut]High Quality Textures?
[Skin Tut]High Quality Textures?
I actually didn't realized there's a way to Import your texture with it's same quality ,but I finally found out how. You must have done excellent floor skins for example , but when you see them ingame they look like a crap. Well , here's your solution.
For this example we will be replacing the metal plate floor.
1 . Open photoshop and then create a new texture with size 256x256.
2 . Draw whatever you like [you can add some more flowers and rainbow monkeys ... lol just kidding , but you will get nice effect ] like squares , polygons or whatever you like and then make the texture tillable[If you didn't already].
3 . Now comes the important part. First at the layers palette if you see layers [not only the background], then do this : Right click on a layer's name and then "Flatten Image" ...then Right Click and then Convert to layer.
4 . Now go to Image > Canvas Size and increase it to 512x512. Till the image with 4 layers.
5 . Now flatten the image again.
6 . Go to the chanels pallete and duplicate the blue for example , and name it as Alpha 1, then increase its contrast and brightness for shines , or vice-versa.
7 . Add some tillable detail textures and look which Opacity type suit's your texture the best.
8 . After finished save your texture wherever you like and save it as DXT2\DXT3 if you are editing the Metal Plate floor from b30.
[note : If it says : Too many chanels then right click , then flatten image again.]
9 . Close photoshop and go back to HMT. Click EOF and then hit update.
10 . Import your texture with the larger resolution and when it asks click yes or ok.[note : When using the EOF trick found by Philly the bitmap seperates from the other ones and no bitmap corruption can occur.]
11 . Do not forget about the bump-map. Normalmapfilter your texture and with EOF import them back.
12 . Close HMT and see the floor ingame .
The reason why it happens : "The texture ingame is set to be used larger than the original one , so it increases it's size. Also you might use HCE to increase the size's resizing, and if we increase the size of the texture , ingame it will decrease it's size and will look better."
[note : If you are using this trick I highly recommend you to use it only for the most important bitmaps , or your bitmaps might become +MBs for any map you edit. I edited 7 MP levels and now my bitmaps.map size is 386 MB.]
Also you can resize the detailmaps of one groundmap only in the [senv] tag. A fast tutorial about it. Also Philly found this , and I take no credit for writing it here.
1 . Open bloodgulch for example and go to the [senv] tag.
2 . Go to the blahblahblah\blood ground tag.
3 . Scroll down until you see Primary detailmap scale, scondary map scale, and micro-detailmap scale. Increase them for like : 120 , 130 , 2 and hit save.
4 . Close HMT and see ingame.
The more higher value typed there , the more size-decreased the texture is ingame.
Now go out there and show them some High Quality textures
For this example we will be replacing the metal plate floor.
1 . Open photoshop and then create a new texture with size 256x256.
2 . Draw whatever you like [you can add some more flowers and rainbow monkeys ... lol just kidding , but you will get nice effect ] like squares , polygons or whatever you like and then make the texture tillable[If you didn't already].
3 . Now comes the important part. First at the layers palette if you see layers [not only the background], then do this : Right click on a layer's name and then "Flatten Image" ...then Right Click and then Convert to layer.
4 . Now go to Image > Canvas Size and increase it to 512x512. Till the image with 4 layers.
5 . Now flatten the image again.
6 . Go to the chanels pallete and duplicate the blue for example , and name it as Alpha 1, then increase its contrast and brightness for shines , or vice-versa.
7 . Add some tillable detail textures and look which Opacity type suit's your texture the best.
8 . After finished save your texture wherever you like and save it as DXT2\DXT3 if you are editing the Metal Plate floor from b30.
[note : If it says : Too many chanels then right click , then flatten image again.]
9 . Close photoshop and go back to HMT. Click EOF and then hit update.
10 . Import your texture with the larger resolution and when it asks click yes or ok.[note : When using the EOF trick found by Philly the bitmap seperates from the other ones and no bitmap corruption can occur.]
11 . Do not forget about the bump-map. Normalmapfilter your texture and with EOF import them back.
12 . Close HMT and see the floor ingame .
The reason why it happens : "The texture ingame is set to be used larger than the original one , so it increases it's size. Also you might use HCE to increase the size's resizing, and if we increase the size of the texture , ingame it will decrease it's size and will look better."
[note : If you are using this trick I highly recommend you to use it only for the most important bitmaps , or your bitmaps might become +MBs for any map you edit. I edited 7 MP levels and now my bitmaps.map size is 386 MB.]
Also you can resize the detailmaps of one groundmap only in the [senv] tag. A fast tutorial about it. Also Philly found this , and I take no credit for writing it here.
1 . Open bloodgulch for example and go to the [senv] tag.
2 . Go to the blahblahblah\blood ground tag.
3 . Scroll down until you see Primary detailmap scale, scondary map scale, and micro-detailmap scale. Increase them for like : 120 , 130 , 2 and hit save.
4 . Close HMT and see ingame.
The more higher value typed there , the more size-decreased the texture is ingame.
Now go out there and show them some High Quality textures
Sig over height limit.
This is an alright tutorial, but some of the instructions are a bit vague, and some things just make no sense:
Just for the record, I didn't discover the EoF trick, I just made it a bit more popular.developer wrote:I actually didn't realized there's a way to Import your texture with it's same quality
For anybody still wondering where FTD has gone, here it is.
- DeadHamster
- Posts: 2289
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Dont be modest Philly, we all know that you studied hard in research about End Of File functions, and then studied even harder on how to write code to implement it into halo's bitmaps through the already existing HMT.
Then, after succesfully re-writing HMT's code, you hacked into everyone who had a non-Philly-Edited copy of HMT, and replaced their version with your new one.
Then, you scoured the internet, and hacked onto every site that contained a download for the old HMT, and replaced it with yours.
Then, to make sure nobody would ever know, you conveniently took care of MonoxideC, so that he couldn't expose you to the public. (Why do you think he's not around here anymore? Hmmm?!?!?!)
I'm onto you.
/paranoia
Good Tutorial Developer, It's well written, however in some spots it might be a bit harder for people not familiar with it to grasp how to do it, but I have a feeling people can figure it out. Good job Developer.
Then, after succesfully re-writing HMT's code, you hacked into everyone who had a non-Philly-Edited copy of HMT, and replaced their version with your new one.
Then, you scoured the internet, and hacked onto every site that contained a download for the old HMT, and replaced it with yours.
Then, to make sure nobody would ever know, you conveniently took care of MonoxideC, so that he couldn't expose you to the public. (Why do you think he's not around here anymore? Hmmm?!?!?!)
I'm onto you.
/paranoia
Good Tutorial Developer, It's well written, however in some spots it might be a bit harder for people not familiar with it to grasp how to do it, but I have a feeling people can figure it out. Good job Developer.
Like Philly said, it is alright, but the problem with high res skins like that is that depending on how you make them they do not end up high res. You still have to shrink them down to size to make them fit on the models properly. This normally entails scaling down the image size, so you will end up losing pixels.
I Disagree, when you increase the resolution double , the image rescales and shows its real size ingame. If it was 512x512 , now 1024x1024 , it's seen 512x512 ingame. Before that if it was 512x512 it was shown larger than 512 pixels.bcnipod wrote:Like Philly said, it is alright, but the problem with high res skins like that is that depending on how you make them they do not end up high res. You still have to shrink them down to size to make them fit on the models properly. This normally entails scaling down the image size, so you will end up losing pixels.
Also Philly if you didn't noticed , when you export a texture as .DDS and then reopen it , you will see the large difference between before and after.
So this is a way to get rid of this low-quality textures.
And yes it's not as simple as anyone could of thought. You must have some experience in photoshop. I'm playing around with random effects of other textures. Actually my experience doesn't come from halo skinning ,but from wallpapers or such things, example - adding fur to animals , then making it night... or making a face falling apart... sort of these things.
Sig over height limit.
so what you are telling me is that if I took a 512x512 texture out of halo, resized it to be 1024x1024, then inject it over the original texture it would be the correct size because the 512x512 original texture was shown at 1024x1024? wtfdeveloper wrote:I Disagree, when you increase the resolution double , the image rescales and shows its real size ingame. If it was 512x512 , now 1024x1024 , it's seen 512x512 ingame. Before that if it was 512x512 it was shown larger than 512 pixels.bcnipod wrote:Like Philly said, it is alright, but the problem with high res skins like that is that depending on how you make them they do not end up high res. You still have to shrink them down to size to make them fit on the models properly. This normally entails scaling down the image size, so you will end up losing pixels.
Also Philly if you didn't noticed , when you export a texture as .DDS and then reopen it , you will see the large difference between before and after.
So this is a way to get rid of this low-quality textures.
And yes it's not as simple as anyone could of thought. You must have some experience in photoshop. I'm playing around with random effects of other textures. Actually my experience doesn't come from halo skinning ,but from wallpapers or such things, example - adding fur to animals , then making it night... or making a face falling apart... sort of these things.
- Cryticfarm
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Daamn it , how do I explain it. I will try last time. When you make pictures with larger size , Halo resizes them the more , which improves the quality of it , okay?
Why do you think the High-res snipers for halo CE have 1024x1024 or 2048x2048 textures? to get the better quality for the skins. If you don't believe me , look for the halo 3 sniper post in the tags\resources section.
Why do you think the High-res snipers for halo CE have 1024x1024 or 2048x2048 textures? to get the better quality for the skins. If you don't believe me , look for the halo 3 sniper post in the tags\resources section.
Sig over height limit.
Here's an image I made to explain how this works a bit if some of you are confused.
If you look at the image you can see that if all you do is increase the resolution the image will still cover the same amount of area as before, the giant image will just be scaled to be super tiny. However, if you increase both the resolution and alter the senv settings the image will potentially show it's true size and it will cover a bigger area. For an increased resolution to have any real purpose though you have to make use of those extra pixels, it's quite pointless if you just take an existing seamless texture, and copy it some to make the resolution bigger. If that's all you want to do the same effect can be gotten by just changing the senv settings. Some past discussions on high resolution skins can be found here. http://forums.halomods.com/viewtopic.php?t=77471
If you look at the image you can see that if all you do is increase the resolution the image will still cover the same amount of area as before, the giant image will just be scaled to be super tiny. However, if you increase both the resolution and alter the senv settings the image will potentially show it's true size and it will cover a bigger area. For an increased resolution to have any real purpose though you have to make use of those extra pixels, it's quite pointless if you just take an existing seamless texture, and copy it some to make the resolution bigger. If that's all you want to do the same effect can be gotten by just changing the senv settings. Some past discussions on high resolution skins can be found here. http://forums.halomods.com/viewtopic.php?t=77471
- Cryticfarm
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You can. It's theoretically possible to use a huge image and cover the entire map with it by altering the senv with no need for it to repeat. Of course this would result in crazy lag among other possible problems.Cryticfarm wrote:You can alter the senv to do this? I thought you needed to somehow alter the UVW's of the map :\.
- Cryticfarm
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I would like to know how to do this.Ombre wrote:You can. It's theoretically possible to use a huge image and cover the entire map with it by altering the senv with no need for it to repeat. Of course this would result in crazy lag among other possible problems.Cryticfarm wrote:You can alter the senv to do this? I thought you needed to somehow alter the UVW's of the map :\.
- hiheyhello
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- Cryticfarm
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I'm not completely sure about this but...hiheyhello wrote:its not old or new but now that we can do it its pretty sweet all we need now is custom model injects + proper UVW then we could make sopme pretty sweet mods without CE.
firstly, manually uving with coordinates pulled out of your head = phail. seconly, from what I know so far, this only works on senv's? Senvs can only be used on bsp's unless your want something to looks like ****.