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Import commandlet

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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Smirftsch
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Import commandlet

Post by Smirftsch »

yesterday evening I had the idea (inspired by a texturemerger made by Casey) to implement the texture merger as an internal editor commandlet and so I did:

"ucc texturemerger"

Merges .dds textures from ..\TextureMerge\PackageName\Group\ folder into an existing texturepackage, replacing all textures found, while keeping the package (net) conform.
While at it, I enhanced it a bit:
* An into ..\TextureMerge\PackageName\ folder added .upkg file is read out for eventually existing information about footstepsounds to be added. The sound package must exist to be imported (f.e. Footsteps.uax).

* If there is additionally a normal map file TextureName_NORM.dds it will be loaded as BumpMap Texture into the package as well.

* SurfaceType can be set via .upkg as well.

An upkg file may look like this:

Code: Select all

[CompressionLevel]
GlobalCompressionLevel=1
 
[FootstepSounds]
pblood4[0]=Footsteps.metal.metal1_01
pblood4[1]=Footsteps.metal.metal1_02
pblood4[2]=Footsteps.metal.metal1_03
pblood4[3]=Footsteps.metal.metal1_04
pblood4[4]=Footsteps.metal.metal1_05
pblood4[5]=Footsteps.metal.metal1_06

[SurfaceType]
pblood4=3

[DetailTextures]
pblood4=Detail.Dirty

[MacroTextures]
pblood4=Detail.Rockde2

[UClampMode]

[VClampMode]






// ClampMode.
Wrap = 0;
Clamp = 1;

// Compression level, being used when the format of the to be imported texture is bmp. DXT formats require 24bpp for DXT1 and 32bpp for DXT3/5 and will compress the texture into the desired mode. GlobalCompressionLevel sets the compression for all textures, entries for specific textures will override that. Default is 5.
TEXF_P8                  = 0
TEXF_DXT1            = 1
TEXF_DXT3            = 3
TEXF_DXT5            = 5

// Surface type:
EST_Default = 0
EST_Rock       = 1
EST_Dirt       = 2 // Footprints
EST_Metal       = 3
EST_Wood       = 4
EST_Plant      = 5
EST_Flesh      = 6
EST_Ice            = 7
EST_Snow      = 8 // Footprints
EST_Water      = 9
EST_Glass      = 10
EST_Carpet      = 11
EST_Custom00= 12
EST_Custom01= 13
EST_Custom02= 14
EST_Custom03= 15
EST_Custom04= 16
EST_Custom05= 17
EST_Custom06= 18 // Footprints
EST_Custom07= 19 // Footprints
EST_Custom08= 20 // Footprints
EST_Custom09= 21 // Footprints
EST_Custom10= 22 // Footprints
The .upkg needs to be in the root folder for the texture replacement and named like the package (f.e. TextureMerge\PlayrShp\PlayrShp.upkg)

Either of this information can be set or changed but it doesn't require all to be used in order to work.

This way it is hopefully easier to create new high res texture packages and even add missing footstepsound information, surface type and normal maps for bumpmapping effect (XOpenGL only) out of existing .utx files.

[edit]Added detail and macro texture support yet.[/edit]
[edit]Added support for .bmp as source format[/edit]
[edit]Added support for texture format (when using .bmp as source texture)[/edit]
[edit]Added support for UClampMode and VClampMode (Clamp/Wrap f.e. for skybox textures)[/edit]
[edit]Added support for .bmp and .pcx as normal map format[/edit]
Last edited by Smirftsch on Wed Oct 04, 2017 3:46 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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