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Normal Topic How do I create textures on the fly, including palette? (Read 198 times)
Lympho_
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How do I create textures on the fly, including palette?
Jul 21st, 2017 at 6:15am
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How do I create textures on the fly, including palette?

I looked over functions

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native(590) final function GetDataString( out array<byte> Data, ETexCompressType Compress );
native(591) final function SetDataString( out array<byte> Data, ETexCompressType Compress ); 



but google does not help

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Following compression values (with example of 128x128 texture):
COMP_None	> 2 + XRes x YRes x 4 bytes		> 64 kb
COMP_P8	> 3 + 3 x 256 + XRes x YRes bytes	> ~16,75 kb
COMP_Mono	> 2 + XRes x YRes bytes			> 16 kb 



this is very little info on how to use it.

btw, there's a compression option. let's say I can always use uncompressed data, but what if I want P8?

can someone make comprehensive guide how to use it?

thanks in advance Smiley
  
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Kajgue
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Re: How do I create textures on the fly, including palette?
Reply #1 - Jul 21st, 2017 at 2:41pm
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Heya Lymph,

I always use Gimp to create everything 2d/texture wise, modifying a photographic sample perhaps with other photographic samples into a base texture which I think works, afterwoods I then duplicate the base texture and make various different textures from that base texture.

As for indexed/paletted textures, you can convert an image to use a palette in GIMP by clicking on the IMAGE tab at the top where the menu is then > Mode > Indexed.

Is this what you mean? I hope this is helpful.
  

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Lympho_
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Re: How do I create textures on the fly, including palette?
Reply #2 - Jul 21st, 2017 at 3:29pm
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Totally not this, I need to create textures during unreal runtime, from script.
But thank you for answer anyway Smiley

in detail: i need to create textures from big compressed texture database, so I could possibly make a ~500 MB package, but there's no point since they are really well compressed (~1MB overall), and it's way better to decompress them client side, and thus I need to recreate them during runtime.

EDIT: also, for some licensing reasons, I cannot put them into a package
  
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