masked Graffitis Textures
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masked Graffitis Textures
I'm looking for Textures of theme "Graffiti", and they should be masked so that they can be put on a sheet close in front of another texture. (The ones in package "slums.utx" are not masked.)
"If Origin not in center it be not in center." --Buggie
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Re: masked Graffitis Textures
There's some masked graffiti textures in DM-Spy-vs-Spy, and DM-TheAbandonedShoppingMall and DM-Counterfiets and DM-DeadEndDriveIn if that helps?
I find that the best way to make custom textures is go to Google Images and type (for example) “graffiti” or “urban graffiti”, see what pops up, and be prepared to do a fair amount of photoshopping.
I find that the best way to make custom textures is go to Google Images and type (for example) “graffiti” or “urban graffiti”, see what pops up, and be prepared to do a fair amount of photoshopping.
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Re: masked Graffitis Textures
Thanks for answer. I could not find DM-Spy-vs-Spy but had a look into the other maps and especially AsmTex.utx: sadly none of the graffiti textures are masked.
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Re: masked Graffitis Textures
Masking it's not a problem and it never was...
These can be exported and re-imported normally using a batch job. UE1 doesn't need more than simple textures for running stable.
If you remember that big package shared by P.O.F., I used some of them but... re-imported as long as they were not accomplishing my needs in original and neither using 10 Textures and a dependent package having 700+ MB.
But I think I can export those and then setting up another copy (renamed btw) with Masked Textures - as it should be whatever graffiti type.
Edit:: Here it is - only Graffiti from that package...
These can be exported and re-imported normally using a batch job. UE1 doesn't need more than simple textures for running stable.
If you remember that big package shared by P.O.F., I used some of them but... re-imported as long as they were not accomplishing my needs in original and neither using 10 Textures and a dependent package having 700+ MB.
But I think I can export those and then setting up another copy (renamed btw) with Masked Textures - as it should be whatever graffiti type.
Edit:: Here it is - only Graffiti from that package...
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Re: masked Graffitis Textures
Damn, I was fooled by Direct3D9, what does not show the background behind masked textures but simply black. Changing the renderer shows the "real" Texture.
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Re: masked Graffitis Textures
Yes, D3D9 has its... goofing... but if you have Textures masked normally that "black" around picture it's no longer visible and Texture will show correctly.
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Re: masked Graffitis Textures
Here ya go.
https://unrealarchive.org/unreal-tourna ... e7130.html
There's also a link to the web page (below). This map uses a lot of masked neon signs, but there should be a few masked graffiti textures in there as well.
Hope that helps. Let us know when your map is finished, can't wait to see it.
Thanks.
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Re: masked Graffitis Textures
This is not a renderer problem. When importing 24-bit textures, ued saves them in two variants - p8 and dxt1 (mask mode does not work for dxt1). Since d3d7 does not support dxt, p8 is selected.sektor2111 wrote: ↑Mon Dec 23, 2024 8:02 pm Yes, D3D9 has its... goofing... but if you have Textures masked normally that "black" around picture it's no longer visible and Texture will show correctly.
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Re: masked Graffitis Textures
Good to know... but... as a reminder for myself, when I imported 256 colors Textures and masked right from the start, I have not see any sort of issue with them... and then I established my own rules for myself: Masked purpose ? Then Textures are better to be masked right from ground zero and not all sort of formats. Not in a single case I found that "Black" until I re-imported them normally and not in "high-color" - all was normal and beautiful.
Perhaps I'll play a bit with some dynamic graffiti not what I did in patches applied in various maps but... random graffiti (also masked formula). My only problem will be setting up a randomizer scripted actor without repeating Graffiti in two places, only sorting random 4 pieces from a total of 10-12 pieces. It's a bit of work but it's doable for sure.
Perhaps I'll play a bit with some dynamic graffiti not what I did in patches applied in various maps but... random graffiti (also masked formula). My only problem will be setting up a randomizer scripted actor without repeating Graffiti in two places, only sorting random 4 pieces from a total of 10-12 pieces. It's a bit of work but it's doable for sure.
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Re: masked Graffitis Textures
While my search for that I found this thread what comes close to that.
"If Origin not in center it be not in center." --Buggie
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Re: masked Graffitis Textures
Exactly that thing was clarified and done... but in static format. I would like something different - not the same map all the time.
So far all graffiti were placed during run-time using plugins for NavAdder but... the same run-time can be done by map itself.
Theory:
Implement in an array 12-14 Textures:
Sort first one, remove it from array - compact array - remaining 13.
Sort the second, remove it as well - compact array - remaining 12.
And so on for next two walls - this way won't be the same 2 textures on different walls, and also after a potential re-vote, map will look somehow different.
Edit: A Self reminder (and for who wants dynamic/static decals)
Textures concerning decals supposed masked are not like normal Textures aiming walls/portals... Right now I examined a patch file with such things... oh well... Textures are not using BLACK as margins/background but some grey, more specific R=128, G=128, B=128
and... they need to be a Square not other way or else will be shown duplicated. These must be 256 × 256 or 128 × 128, you need to avoid 256 × 128 or 256 × 64.
Samples...
So far all graffiti were placed during run-time using plugins for NavAdder but... the same run-time can be done by map itself.
Theory:
Implement in an array 12-14 Textures:
Sort first one, remove it from array - compact array - remaining 13.
Sort the second, remove it as well - compact array - remaining 12.
And so on for next two walls - this way won't be the same 2 textures on different walls, and also after a potential re-vote, map will look somehow different.
Edit: A Self reminder (and for who wants dynamic/static decals)
Textures concerning decals supposed masked are not like normal Textures aiming walls/portals... Right now I examined a patch file with such things... oh well... Textures are not using BLACK as margins/background but some grey, more specific R=128, G=128, B=128
and... they need to be a Square not other way or else will be shown duplicated. These must be 256 × 256 or 128 × 128, you need to avoid 256 × 128 or 256 × 64.
Samples...
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