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Skybox

Posted:
Fri Jun 13, 08 8:36 pm
by venom
Can some one give me texture which will look good for beach

Posted:
Fri Jun 13, 08 8:45 pm
by Alex

Posted:
Fri Jun 13, 08 8:53 pm
by venom
Yea but i just want the texture not the whole skybox

Posted:
Fri Jun 13, 08 8:58 pm
by Dae
Extract textures using the
WOTGreal Exporter.

Posted:
Fri Jun 13, 08 9:02 pm
by venom
how do i use it

Posted:
Fri Jun 13, 08 9:16 pm
by Dae
Rename the map extension from .dx to .u, then point WOTGreal Exporter to the place where the map lies, select the map file, switch to the textures mode, tick the texture, hit "export to pcx".

Posted:
Fri Jun 13, 08 9:20 pm
by venom
it isnt working

Posted:
Fri Jun 13, 08 9:34 pm
by venom
srry for double post. I done everything but when i try to load the sky texture in the sdk it just puts me on (All texture) section

Posted:
Fri Jun 13, 08 9:50 pm
by Dae
You need to convert the texture into the 8 bit format. If you don't know how, tell me which image editors / viewers have you got.

Posted:
Fri Jun 13, 08 9:56 pm
by venom
The only image editor i got is the adobe photoshop

Posted:
Fri Jun 13, 08 10:20 pm
by Dae
Open the image, in "Image" menu, select "Mode". Make sure "8 bit/Channel" is ticked, then select "Indexed colors". Use these settings:
Palette: local (adaptive), colors: 256, forced: none, transparency unticked, dither: none.
Then "File" > "Save as" > .pcx.

Posted:
Sat Jun 14, 08 8:10 am
by venom
When i try to open the file in adobe photoshop it gives this error (could not complete your request because the file-format cannot parse the file

Posted:
Sat Jun 14, 08 8:15 am
by Alex
venom wrote:When i try to open the file in adobe photoshop it gives this error (could not complete your request because the file-format cannot parse the file
What kind of file are you trying to load?
A PCX file, or UTX?

Posted:
Sat Jun 14, 08 9:23 am
by venom
i tryed pcx (didnt work)
i tryed utx (didnt work)

Posted:
Sat Jun 14, 08 9:56 am
by Dae
Utx won't load in Photoshop, Pcx should. Try exporting it using WOTGreal to the .bmp format. Maybe you won't even need to convert it.

Posted:
Sat Jun 14, 08 10:29 am
by venom
Ok that part worked but how do i change these
Palette: local (adaptive), colors: 256, forced: none, transparency unticked, dither: none.

Posted:
Sat Jun 14, 08 10:54 am
by Dae
I'm not sure, but I think you can load .bmps straight to UnrealEd.

Posted:
Sat Jun 14, 08 12:29 pm
by venom
Its giving this error


Posted:
Sat Jun 14, 08 1:07 pm
by Dae
Put it to DeusEx/Textures/, not Desktop/EarlyMorningDemo.
And try to load it from there.

Posted:
Sat Jun 14, 08 3:19 pm
by venom
still an error is coming. Dae can u give me a skybox 4500x4500x4500 with that texture on walls

Posted:
Sat Jun 14, 08 3:34 pm
by Alex
Venom, you do know you need to press 'Import' and not 'Load', right? As it's a new texture, you need to import and then 'Save' into a new UTX package.

Posted:
Sat Jun 14, 08 3:41 pm
by venom
It works

Posted:
Sat Jun 14, 08 3:43 pm
by Dae
Woa, congrats Alex and venom


Posted:
Sat Jun 14, 08 4:01 pm
by venom
thanks dae and alex. btw i have one more question
if u have a huge map and u want to add light which can lighten the whole map up. What do i do?(explain briefly plz)

Posted:
Sat Jun 14, 08 4:09 pm
by Dae
Place ZoneInfo actor and in it's properties increase AmbientBrightness to desired level.
Or place many Light actor with their LightRadiuses set to high values.
The second way is better.

Posted:
Sat Jun 14, 08 6:06 pm
by venom
Which can lighten the big ass room faster

Posted:
Sat Jun 14, 08 6:24 pm
by Dae
the first

Posted:
Sun Jun 15, 08 2:59 am
by ~DJ~
Umm... i thought PCX Files open from ImageReady... it comes with photoshop.... i think with CS1 to CS3... anyways your problem is solved :S

Posted:
Sun Jun 15, 08 8:47 am
by venom
Dae so i open classes > info > zoneinfo > then wat

Posted:
Sun Jun 15, 08 9:28 am
by Dae
ZoneLighting