Texturing Problem

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Tohron

Texturing Problem

Post by Tohron »

To start, I use Adobe Illustrator to make textures. However, I am encountering a problem, namely, that whenever I try to edit a texture by adding additional "objects" on top of the initial TGA file and then export the new file, it doesn't show up on Zeroedit or ingame (as if there was no texture). This problem happens even when I first export the file as a JPEG, then open the JPEG file and export it as a TGA.

When I tried doing this to a skin texture, I got an munging error message saying something along the lines of "MUST HAVE THE POWER OF 2D". Does anyone know what is going wrong, and how to fix it?

Note: I do NOT have this problem when I leave the TGA as is, and export it that way.
Vyse
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Post by Vyse »

The "MUST HAVE THE POWER OF 2D" is happening from the dimensions of the texture not being equal numbers or just not being accepted by BF2. Common dimension that Do work are 128x128 256x256 512x512 etc.

Also the new texture must be the same demnsions as the old one or else it won't work.

Lastly, if you have 1 texture in your mesh folder that is not a accepted size it will cause that error, even if the texture is not being used, becuase it can't munge it.
pinioncorp

Post by pinioncorp »

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Tohron, Illustrator is a poor choice for texture editing. The vector aspect of your artwork is lost when you export it as an image anyway, so if you have Photoshop, use that instead.

The problem with Illustrator is that if there is objects (or bounding boxes) out of the bounds of the image, they will be exported along with it. Illustrator CS2 does not have this problem, but complications still arise in the manner in which it is exported if it was not properly set up upon creation.

If you do not have Photoshop, consider getting The GIMP. It is a free editing tool for which has features comparible to the early versions of Photoshop. Do your work in your prefered program (Illustrator, if that is what you prefer) and bring it into Photoshop / Gimp to export to .TGA.

As Vyse said, make sure it is in 2^(int x) [int = Integer = Whole number], as this can be lost when exporting from Illustrator.

Off-Topic: Vyse, I have had problems with a texture not being the required size before, however, while VisualMunge spits out the usual error, as long as the texture isn't used, the map works fine.

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Tohron

Post by Tohron »

pinioncorp wrote:_____________________________________________________________
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Tohron, Illustrator is a poor choice for texture editing. The vector aspect of your artwork is lost when you export it as an image anyway, so if you have Photoshop, use that instead.

The problem with Illustrator is that if there is objects (or bounding boxes) out of the bounds of the image, they will be exported along with it. Illustrator CS2 does not have this problem, but complications still arise in the manner in which it is exported if it was not properly set up upon creation.

If you do not have Photoshop, consider getting The GIMP. It is a free editing tool for which has features comparible to the early versions of Photoshop. Do your work in your prefered program (Illustrator, if that is what you prefer) and bring it into Photoshop / Gimp to export to .TGA.

As Vyse said, make sure it is in 2^(int x) [int = Integer = Whole number], as this can be lost when exporting from Illustrator.

Off-Topic: Vyse, I have had problems with a texture not being the required size before, however, while VisualMunge spits out the usual error, as long as the texture isn't used, the map works fine.

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Thanks! I don't have photoshop, but I'm getting what you suggested :)

EDIT: I have it now - I also have one question: How do you fill paths with color?
Tohron

Post by Tohron »

Bad news, when I try using textures made in GIMP it says something along the lines of "targa 10 not currently accepted" What went wrong?
Big_rich

Post by Big_rich »

when saving in gimp, always hit save as, then overwrite the tga. also when the window comes up untick both options. Can;t for the life of me remember what they are, something about rle compression? Just untick both. But they only give you that option when you save as.
Tohron

Post by Tohron »

Big_rich wrote:when saving in gimp, always hit save as, then overwrite the tga. also when the window comes up untick both options. Can;t for the life of me remember what they are, something about rle compression? Just untick both. But they only give you that option when you save as.
Thanks, unchecking those options did the trick.
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