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Normal Topic New DefaultTexture (Checkerboard 512) and Texture/Brush Sizes for precise texturing (Read 1386 times)
Lurker
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UnrealEd Modder, Mapper
& Coder since 1998

Posts: 38
Location: Germany
Joined: Mar 3rd, 2015
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New DefaultTexture (Checkerboard 512) and Texture/Brush Sizes for precise texturing
Apr 21st, 2015 at 3:40pm
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http://www.moddb.com/members/lurker2011/images

Today I made a free texture for UnrealEd as a replacement for the old DefaultTexture. It includes default measurement numbers (128,256) for precise texture and brush allignment on the grid.

Checkerboard Texture (512x512):



Some ingame sample shots in DeusEx of a quick map demonstrating the texture:



Notice that the corridor in shot #2 is height 128 and width 128. This is the standard corridor/room size to fit in player actors. Height 256 is useful for big rooms with a high ceiling. And height 512 is the size of a two-story building. So with this checkerboard texture you can measure and align all those roomtypes.

My personal recommendation: If you build an Unreal Level completely from scratch then use this texture for the basic map layout (shell). Then replace it by assigning actual good-looking textures on all of your map surfaces. The alignments, rotations, pannings and everything else will be automatically inherited.
« Last Edit: Apr 21st, 2015 at 5:48pm by Lurker »  
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Lurker
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UnrealEd Modder, Mapper
& Coder since 1998

Posts: 38
Location: Germany
Joined: Mar 3rd, 2015
Gender: Male
Re: New DefaultTexture (Checkerboard 512) and Texture/Brush Sizes for precise texturing
Reply #1 - Apr 21st, 2015 at 5:50pm
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Some useful measurement numbers for brush and texture sizes...

These will work in all UE1-Engine based games and maps, except Undying whose enviroments and actors have bigger scaling!

Roomtype Brush Sizes (Height):

  64 = Standard Duck Shaft for Actors
  80 = Special  Duck Shaft (required in Deus Ex Multiplayer only!)
112 = Realistic Door (Deus Ex), rest 16 units can be used for either door frame above or door steps below (112+16=128)
128 = Standard Room, Corridor and Door
160 = Realistic Room/Corridor (e.g. Hotel, see 'Ton Hotel map in Deus Ex)
256 = Big Room with high Ceiling and stuff above (e.g. Horizontal Beams, Pipes, Hanging Lamps, Ventilators)
512 = Two-story Building or Big Warehouse
1024 = Big Hangar for Aircraft
1664 = Huge Hangar for Boeing 747 (see Hangar 747 at Lebedev Airfield in Deus Ex)

Brush/Texture Sizes (Width x Height, Scaling Factor 1, Standard Resolution):

64 x 64  = Standard Shaft (cubic)
56 x 112 = Realistic Door (Deus Ex), use 64x128 texture size to fit in, rest 8x16 units for door frame.
64 x 128 = Standard Door
128 x 128 = Standard Wall (cubic)
128 x 160 = Realistic Wall, use 128x256 texture size to fit in.
256 x 128 = Long Wall (rectangle)
256 x 256 = Big Wall (cubic)
512 x 512 = Building Wall (cubic)

If you use high resolution textures (e.g. 1024x1024) or S3TC (2048x2048) then you have to double or quadruple the Width x Height numbers and use scaling factor 0.5 or 0.25 in UnrealEd Surface Properties.

Only upscale textures sizes. Do not upscale brush sizes or your whole map will become unrealistically huge! (no pun intended)
« Last Edit: Apr 21st, 2015 at 8:51pm by Lurker »  
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