Defining new Hi-Res Textures using the new Textures script

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ChupaReaper
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Defining new Hi-Res Textures using the new Textures script

Post by ChupaReaper » Thu Aug 19, 2010 11:52

My old project used the HIRESTEX script to define new textures which were in png format in Graphics\ I scaled them exactly by specifying width and height in HIRESTEX.

How do I do this with the new TEXTURES script, do I have to define a texture, its name then a patch and scale it or can I quickly make textures like in HIRESTEX.

In TEXTURES (does not work):

Code: Select all

Flat	BaseA001, 64, 64
Flat	BaseA002, 64, 64
Flat	BaseA003, 64, 64
Flat	BaseA004, 64, 64
Flat	BaseA005, 64, 64
Flat	BaseA006, 64, 64
Flat	BaseA007, 64, 64
Flat	BaseA008, 64, 64
Flat	BaseB001, 128, 128
Flat	BaseB002, 128, 128
Flat	BaseB003, 128, 128
Flat	BaseB004, 128, 128
Flat	BaseB005, 128, 128
Flat	BaseB006, 128, 128
Flat	BaseB007, 128, 128
Flat	BaseB008, 128, 128
Flat	BaseB009, 128, 128
Flat	BaseC001, 64, 64
Flat	BaseC002, 64, 64
Flat	BaseC003, 64, 64
Flat	BaseD001, 8, 64
In HIRESTEX (works but depricated):

Code: Select all

Define	BaseA001 64 64
Define	BaseA002 64 64
Define	BaseA003 64 64
Define	BaseA004 64 64
Define	BaseA005 64 64
Define	BaseA006 64 64
Define	BaseA007 64 64
Define	BaseA008 64 64
Define	BaseB001 128 128
Define	BaseB002 128 128
Define	BaseB003 128 128
Define	BaseB004 128 128
Define	BaseB005 128 128
Define	BaseB006 128 128
Define	BaseB007 128 128
Define	BaseB008 128 128
Define	BaseB009 128 128
Define	BaseC001 64 64
Define	BaseC002 64 64
Define	BaseC003 64 64
Define	BaseD001 8 64

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Gez
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Re: Defining new Hi-Res Textures using the new Textures scri

Post by Gez » Thu Aug 19, 2010 12:23

You can keep using the old HIRESTEX method if that's all you want to do. It'll look simpler and cleaner.

TEXTURES is more useful if you want to create composite textures, or perform effects such as rotations, translations, blending, mirroring, etc.

If you convert, it'll generally be of that form:
Flat BaseA001, 128, 128 { XScale 2 YScale 2 Patch BaseA001, 0, 0 {} }

Note that the dimensions you indicate are before scaling. Here I assumed you had double-resolution (128x128 picture scaled down to 64x64).

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ChupaReaper
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Re: Defining new Hi-Res Textures using the new Textures scri

Post by ChupaReaper » Thu Aug 19, 2010 12:35

Ahh ok thanks, I think I'll stick with HIRESTEX then as not all textures are scaled the same, some have odd sizes which are altered to simpler sizes.
Can I define HIRESTEX scripts in TEXTURES or should I just use HIRESTEX like before?

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Gez
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Re: Defining new Hi-Res Textures using the new Textures scri

Post by Gez » Thu Aug 19, 2010 14:58

Yes you can, since internally HIRESTEX is used as an alias for TEXTURES.

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