Info: First of, NEVER install S3TC textures into the Unreal you use for editing. Also, never ever add the S3TC textures directly to your map. This will render the map incompatible with normal Unreal users, not to mention that it makes it impossible to run that map on a public server !! S3TC textures combined with the Unreal Editor is a NO GO.
   

 

What to do, and not to do

If you make maps with the standard Unreal textures that came with the game than there will be no change at all, you can make your maps as you always were used too.

 

If you make your own textures for a map than there is also no change,..........Unless you want your textures also be supported by S3TC textures :) The dicision is yours, if you also want them in S3TC quality than read ahead.

 

 

If you want S3TC support for your maps than you need to create 2 utx packages, one for the normally used unreal textures and one for the S3TC textures. An important note is, the two utx files need to have the exact name and contents.

An example:

If this is how your normal utx file looks like.

 Building.utx      
 Animation  Screen01  Screen02  Screen03
 Wall  Southwall  Westwall  
 Floor  Marble  Wood  
 Decoration  OrnaWall  OrnaFloor  

Than the S3TC version must look like this:

 Building.utx      
 Animation  Screen01  Screen02  Screen03
 Wall  Southwall  Westwall  
 Floor  Marble  Wood  
 Decoration  OrnaWall  OrnaFloor  

In other words, it must contain exacly the same filenames in exactly the same catagories !

What you cannot do is adding the texturefiles in Mylevel, and thereby embed them into the unr file. You can, but than you will not be able to also make the S3TC version !

 

How to create the two packages.

First the general part

- Start with creating the new texture in a minimum size of 2048 pixels by 2048 pixels. You can add as much detail or shadows as you want.
- When done save your work as TIFF file or in case it has layers as PSD file.
- Now flatten your texture if haven't done that yet.

 

Creating the normal textures

- Scale down the texture to a size you want to use in Unreal, in this example use 256 pixels x 256 pixels.
- Convert the mode to Index Colored.
- Now safe the texture as BMP or PCX file.
- Import the texture into the editor as you always do, and create a utx package for it.
- Aply the textures to your map as you always do, and safe the map.

- Done

 

Creating the S3TC textures

- Scale the size down to 1024 pixels x 1024 pixels.
- Leave the mode in RGB, meaning, don't convert it to Index Colored.
- Use the DTX-Export tool to safe the the files you use. (go to: Creating S3TC Textures on how to do this)
- Use the UCC-Tool to create the utx package. (go to: Creating S3TC utx files on how to do this)

- Done

 

If you now go add the textures to your map, you need to load the normal package into the editor.

 

 

 

Creating your Zipfiles

 

When done with your map you need to create a Zipfile for it, to make sure people do not install the wrong utx file you have to create an extra folder that contains the extra file.

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A good example would be something like this:

Lets just say the mapname is UnrealCity with the follow files:
UnrealCity.unr
Building.utx
CitySounds.uax
UnrealCity.txt (being your creditfile)
Building.utx (same filename but with the S3TC textures)
Warning_Read_Me.txt (being the file that contains info about the S3TC textures)

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What you need to do is this:

Create a mapfolder called: UnrealCity and place the follow files in that folder:
UnrealCity.unr
Building.utx
CitySounds.uax
UnrealCity.txt

Than create a second mapfolder within the UnrealCity folder and name that S3TC_Textures, in that folder place the remaing files that relate to the S3TC textures:
Building.utx (same filename but with the S3TC textures)
Warning_Read_Me.txt

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Here is a picture how this should look like.

Click Here for an example what the Warning_Read_Me.txt should contain.
Click Here to download that example txt file so you can use it.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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