Textures

Prerequisites

Importing

Important

Textures need to be 8-bit (256 colours) power of two (8, 16, 32, 64, 128, 256) .pcx files. Larger textures are only supported through community made renderers.

Transparency

To make part of a texture transparent, you need to draw a specific colour onto the part you want to be transparent. By default, textures with the "masked" flag active will mask out black colours (#000000). You can set this colour to something else, like magenta (#FF00FF), by setting it as the first colour in the indexed palette of your image.

Via UnrealEd

This method packages your textures in a separate .utx file.

  1. In UnrealEd, open the texture browser and click File > Import....
  2. Select all the files you want in your texture package and click OK.
  3. A dialog window will come up for each file.
    • The Name field can be anything, but it's good practice to keep it the same as the filename.
    • The Group field is just for organisation.
    • The Package field will be the name of the .utx file.
  4. The import properties speak for themselves. You can save space by disabling mip mapping for UI textures.
  5. Click File > Save and save the texture package in your MyPackage/Textures folder.

Via script

This method imports your textures into your .u file. This is a very reliable method, and convenient for distribution, but you do have to restart UnrealEd every time you make changes to this file and rebuild.

Create a script called TextureImport.uc in your MyPackage/Classes folder and rebuild. Here is an example:

class TextureImport expands Object abstract;

#exec TEXTURE IMPORT NAME=My_Texture FILE=Textures\My_Texture.pcx GROUP=Default MIPS=Off
#exec TEXTURE IMPORT NAME=My_Masked_Texture FILE=Textures\My_Masked_Texture.pcx GROUP=Default FLAGS=2
#exec TEXTURE IMPORT NAME=My_UI_Texture FILE=Textures\My_UI_Texture.pcx GROUP=UI MIPS=Off