Unreal II and XMP
David's Maps:
XMP-DG_Alaska
Level Design:
Meshes
Textures
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The Team
David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer
Jason 'FRaK' Dudley - tester
See the map Readme for other testers
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Contact
You can email us at
dgunreal@lilchips.com
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Unreal Tournament 2004 Level Design
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CUSTOM TEXTURES
These custom textures created/edited by DGUnreal are free for use in non-commercial Unreal
Tournament maps.
You must include a credit in your map's Readme file with DGUnreal as the texture author.
You may modify these textures for your own personal use but you must still credit
DGUnreal.
The BMP format textures are 24-bit images that should be compressed to DXT1.
The TGA format textures are 32-bit images that should be compressed to DXT5.
| DGUnreal
Custom Texture Pack 01 |
| Categories: |
| Textures: |
Sizes: various, mostly 1024x1024 |
Notes: |
| DG-UT2004TexPack01.zip
|
MB Revision 2007.01.04 |
BMP/TGA Format |
This thumbnail image set shows only a portion of the total textures available in
this pack.
The UT2004 Modified Texture Pack includes textures taken from UT2004 and modified into
additional various versions. This includes such things as composited textures,
gamma'ed textures, the addition of alphachannel data for use as Specular or
SelfIlluminating Shaders, etc.
| DGUnreal
UT2004 Modified Texture Pack 01 |
| Categories: |
| Textures: |
Sizes: various |
Notes: |
| DG-UT2004TexModPack01.zip
|
MB Revision 2007.01.04 |
BMP/TGA Format |
This thumbnail image set shows only a portion of the total textures available in
this pack.
Hipshot's Unreal Texture Packs
These custom textures created by Hipshot are free for use in non-commercial Unreal
Tournament maps.
You must include a credit in your map's Readme file with Hipshot as the texture author.
You may modify these textures for your own personal use but you must still credit Hipshot.
Conversion to DDS and UTX formats and texture properties and texenvmaps by DGUnreal
with permission.

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How to use the Textures
1. Create a new folder on your computer hard drive.
For example: "C:\UT2004Files\DGUnreal\DGTexPack01".
2. Unzip the contents of the zip file to the new folder.
You should Extract with the "Use folder names" option to retain the folder
layout in the zip file.
3. Start UnrealEd 3 if it is not already running.
Open your map or create a new one. This tutorial will not cover the topic of
creating a map.
4. Click on the Texture Browser button on the toolbar.
Or if the browsers dialog is already open, click on the Textures tab.
5. If you already have a Package and Group set up that you wish to import
into, select them with the drop-down combo boxes. The recommended Package name is
"myLevel" so that the custom textures are embedded in the map file itself.
6. On the Textures browser dialog, click on the File menu, Import item,
then use the Import Textures file dialog to navigate to the new folder where you unzipped
the texture pack files to.
7. Choose the desired file(s) in the dialog and click on the Open button.
Multiple files can be imported at one time.
8. Enter in the desired packaging values for the Import Texture dialog.
You normally want custom textures to be imported into the myLevel Package.
Specify a Group for better file organization, use whatever group name you prefer, the
texture pack category folder name is always a good choice, eg: Metals.
- If this texture is an Actor Icon for the Editor then check the Masked option and
un-check the Generate MipMaps option.
- If this texture is a standard bmp or tga then check the Generate MipMaps option.
However, if it is for interface use such as the preview screenshots, or if it will be used
for some non-game purpose such as the in-Editor Fakebackdrop, ZonePortal, Network
Occlusion, Simple Collision, or other similar style of texture, then be sure to un-check
the Generate MipMaps option as it will not be necessary to include those in the texture.
Note that a dds texture usually already contains MipMaps, so the Generate MipMaps option
should be un-checked when importing those files.
- If this texture is a tga that includes transparent areas such as tree leaves or other
foliage then check the Generate MipMaps and Alpha options.
- If this is a Detail texture then check the Generate MipMaps and Detail Hack options.
Click on the OK button when done.
Optionally, if you have chosen multiple files to import that are all of the same style and
do not require individual Options settings, fill in the Package and Group values and click
on the OK All button to import them all into the same Package and Group.

9. After the texture has been imported, if it is in [RGBA8] format in the
Texture browser, then it should be compressed into DXT format. This is done so that
it is optimized for use in video games and requires less "texture memory".
Note that dds textures normally import in as a DXT1, DXT3 or DXT5 and do not require
further compression in the Unreal Editor.
Also note that certain textures such as Editor Actor Icons may import as [P8] which do not
require further compression.
To compress the texture, right-click on it and move the mouse to the Compress item on the
pop-up menu, and then choose the desired compression format.
DXT1 is the most common format and is used for standard textures that do not contain any
alphachannel or transparency information. All of the textures in these packs that
are in bmp format are usually to be compressed as DXT1.
The DXT3 and DXT5 format are for textures that contain alphachannel or transparency
information, such as foliage and leaves. The difference between DXT3 and DXT5 is
that DXT5 supports more grayscale levels in its alphachannel. Those textures in
these packs that are in tga format are usually to be compressed as DXT5.
10. The texture properties should now be set appropriately for the
texture type. This includes various settings that define how the engine manages and
uses the texture.
The texture properties are accessed by right-clicking on the texture and choosing
Properties from the pop-up menu. This will display the Texture Properties dialog.

There are a number of properties that need to be set. We will discuss the most
common properties that are used. The remaining properties should normally be left at
their default.
- The Material group SurfaceType property determines such things as the footstep sound
when players walk on the texture. Set it accordingly from the drop-down list of
surface types, such as Metal, Rock or Wood. If the texture does not have a
corresponding SurfaceType value available in the list, such as plastics, then leave the
SurfaceType at EST_Default.

- The Surface group properties allow you to change the original imported Masked and Alpha
settings, plus it allows you to specify if the texture is two-sided, such as glass on a
single-poly thin sheet. Note that a two-sided texture requires either to also be
Masked/Alpha if it is used directly, otherwise it will have to be used in a Shader or
FinalBlend to get two-sided.

- The Texture group properties contain a lot of settings.
A Detail texture is displayed when you are close to a texture such as up close looking at
a wall. It provides bumps and dimples, wood grain, and other similar detail
superimposed over the original texture. UT2004 provides two default Detail texture
packages: Detail.utx and UCGeneric.utx.
Open either the Detail or UCGeneric package, locate a suitable detail texture there, then
assign that to the Detail slot.
Note that the Detail texture is scaled equally in the X and Y direction across the
original texture, so if you apply a 128x128 detail texture (1:1 size) to a 256x1024 source
texture (1:4 size), the detailing will be stretched across the surface and may not look
good. In this case it may be required to create a custom detail texture that has the
same size ratio, such as 64x256.
Note that Detail textures should normally not be applied to alpha transparent textures
such as grass and leaves, since the detail may be visible on the transparent portions.
Note that Detail textures do not display on textures used on Terrain.
The DetailScale value determines the number of times that the specified Detail texture
will tile both horizontally and vertically across the original texture.
Good default settings are: 16 for a 1024x1024 texture, 8 for a 512x512 texture, 4 for a
256x256 texture, 2 for a 128x128 texture, but it is always a good idea to apply the
texture to a surface and adjust the DetailScale value if required.
The LODSet property specifies the texture filtering mode applied, and should be left at
LODSET_World for regular textures.
NormalLOD specifies what texture MipMap level to render when the in-game settings are set
to Normal World detail.
This value should normally be 0 for textures that are 512 or smaller in either width or
height (eg: 512x32, 128x512, 512x512, etc.), 1 for textures that are 1024 in either width
or height, and 2 for textures that are 2048 in either width or height.
UClampMode and vClampMode specify whether the texture will wrap (also called tile or
repeat) across a surface, and should be left at TC_Wrap for regular textures.
For textures that will be used in a Skybox cube, for Projector textures that are not
tiling, and for rotating/oscillating foliage textures such as grass, these two properties
should be set to TC_Clamp. If they are not set to clamped, then it is possible for
the texture to wrap on its edge and you may see the opposite edge of the texture causing
visual irregularities.

11. You can now apply the texture to CSG Brush BSP surfaces, use it on
StaticMeshes, or create Materials such as Shaders with it.
For additional information see the following Internet resources
- Epic Unreal Developer Network texture related pages:
Texture Browser
Reference - using the texture browser and UTX animation (old information).
Texture Specifications
- information on the texture formats and compression (old information).
Unreal Texturing Guide -
creating and importing textures (old information).
Texture Comparison -
compare RGB, DXT compressed and Bright 256-color texture formats.
Material Tutorial -
creating materials such as Shaders, Modifiers, Combiners, FinalBlends.
- UnrealWiki Texture
Topics and Material Topics pages.
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