MANDATORIAL

 

In this page i want to set some mandatorial stuff for anyone working on the URP project, just to make sure everything goes as smotth as posible.

 

TEXTURE DEMANDS

The demands on textures in general.

Its the goal of the project to re-create all textures in high resolution offering much more detail than the original Unreal textures, basically there should only be much and much more microdetail in the high resolution versions, nothing else. The project has NOT as goal to alter the original gameplay or Unreal's atmosphere.

 

Therefore:

The S3TC texture should reflect the original texture and atmosphere as close as possible, as far as design, coloration, decayness, and brightness (or should i say darkness)

 

For skins, (as in player skins) there is an extra demand on above:

Since the playerskins are part of the gameplay, there is an higher demand that theres no improofment what so ever as far as visibility compared to normal texture users. This is to prevent that S3TC players will have an edge compared to normal users!

This also aplies vice versa, S3TC players should see all other players just as well as normal players as far as visibility, just with higher and cooler detail :D

 

 

 

FILEFORMATS

Fileformat work originals: PSD
This is your masterfile you are working on, all your layers and work for that specific textures is combined in this file


Fileformat Unreal originals: BMP
For import in the Unreal editor you need to save your files as BMP, click HERE for the saving options for BMP files.

Fileformat S3TC originals: DDS
This fileformat is used for creating the actual S3TC packages, click HERE for the saving options for DDS files.

 

 

 

DPI SETTINGS

File settings: DPI value should always be the same as the longest side.

Some examples:

Size
DPI
1024 pixels x 1024 pixels
1024
1024 pixels x 2048 pixels
2048
2048 pixels x 1024 pixels
2048
32 pixels x 1024 pixels
1024
1024 pixels x 64 pixels
1024
2048 pixels x 2048 pixels
2048

 

 

 

OVERVIEW RULES

 

 Category Rule
Must
Preferably
File size: Always have the DPI value the same as the longest side.
X
 
First layer (top) Should be the original Unreal texture, layername should be original texture name.
X
 
Background (bottom) Background should contain the base texture for that specific texture
 
X
Shapes Used shapes should be saved as Alpha channel
 
Layer names Layers should have the proper discription of its content
X
 
Copyright your work If you make the file public, make sure it contains a creditfile, to protect your own work
 
 X
Copyright containing Epic parts If you make the file public, it must contains a creditfile, to protect your and Epic's work
XX