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Forum: All Forums : Unreal Tournament 2003
Category: UT2K3 Mapping
UT2K3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Texture Tiling
rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Friday, Jan. 10, 2003 03:34 am
I made this texture in photoshop. Imported into unrealed with no problem. The problem I am having is the darn thing don't tile correctly. Played with the surface properties some but still see lines in the walls. Anybody got any ideas??

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foyleman
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Category: UT2K3 Mapping
Posted: Friday, Jan. 10, 2003 02:18 pm
send me the original and I will fix it for you, Red.

Unless, you are looking for instruction. I know what to do... I wonder if I know how to properly explain it. lol
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foyleman
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Posted: Friday, Jan. 10, 2003 02:43 pm
let's try to explain it anyway... using photoshop...

• to make it tilable, you want to make certain that the left edge of the image is an exact match for the right edge... and the same for the top and bottom.

• select the left side of the image. depending on the image size is depending on how much of the edge you want to select. two steps down will tell you if you selected enough or too much. (for the image you provided, I selected about 30 pixels but when I looked back at the end product.. I wasn't excited about it. I explain later.)

• feather your selection by about 50% of your pixel width (already selected). What's nice about photoshop in this step is it will only feather the selection that is not against the edge of the image. This means we will have a nicely selected gradient of our edge. Otherwise, we would have several more steps to come up with that gradient selection.

• you should now have a solid edge that feathers out into nothing. the one edge must be good and solid so that we have an excellent match to that side for later.

• copy and paste that selection into a new layer (copy/paste and a new layer will be created for you).

• Edit > Transform > Flip Horizontal and move that to the other side of the image. Sometimes it's easier to get it to the other side properly if you shut off the layer underneath.

• the left and right side should be a perfect match. Next is the top and bottom.

• in order to do this right, we now have to flatten the image. We want to make sure that we are working with only one layer and not the two we just created.

• now you can do the same as before... select the top pixels and feather them by 50%.

• Copy and paste the selection and flip it vertically.

• move it to the bottom edge and merge your product.

• If you want to test it in photoshop, you can go to the menu option to Edit > Define pattern. This will define your work area as a pattern. Open a new large fresh image with a white layer (not white background). double click the layer to add a filter and select "pattern overlay". There you can select to overlay your new pattern and tile it.

Now, I wasn't happy at the end here with just the 30 pixel selection. If I was working with concrete or brush or something like that, the outcome would have been more desireable. The problem I had was, even though I saw no edges, it still appeared to be tiled.

I will provide an example of the output below... I hope this helps you some.

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rEdrUmMDK
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Posted: Friday, Jan. 10, 2003 08:27 pm
Sorry for not getting back sooner. Been a pretty busy day here. I can't wait to try this this evening. What really had me puzzled was say take a brick texture in unrealed, apply it to four different walls and the friggin thing lines up perfect at each corner. I knew there had to be something I was missing. Thanks a bunch and can't wait to give it a go. Will post the outcome.
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rEdrUmMDK
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Posted: Saturday, Jan. 11, 2003 04:54 am
I went through the mini-tut and was able to go through all the steps after a few tries. Still getting the lines so I am still doing something wrong when doing the feathering. Will practice somemore. I copied the image you modified and loaded into unrealed and it tiled perfectly. I saw no lines at all.
When you do the selection for feathering on the sides does your selection line run from top to bottom and ditto for the top and bottom of the image?
I tried to get both sides and top and bottom the same but must have messed it up.
The directions you gave me were very good.
When I did Define pattern part I got an image tiled but it had lines in it also. So I am assuming if I see lines in the pattern overlay I will see lines in unrealed.
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foyleman
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Posted: Saturday, Jan. 11, 2003 01:40 pm
your assumptions are correct.

a few tricks when selecting a feathering:

• notice I take a look at my feathered selection without any background layers. I can now see that there is a solid line at the edge that matters. This way I know I have an exact duplicate of that edge and not something that will blend in with whatever I place it over. It needs to be exact.
• the image will also show you what I selected to be feathered and copied.
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rEdrUmMDK
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Posted: Saturday, Jan. 11, 2003 03:31 pm
I can see what is happening now. When I copy and paste the left feathered side, rotate then move it over to the right side, align and flatten image it is not replacing whats underneath. It is just blending with it. Everything looks right but when it is blending with that edge it don't work right.
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foyleman
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Posted: Saturday, Jan. 11, 2003 03:35 pm
just to clarify.. don't rotate.. flip.
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rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Saturday, Jan. 11, 2003 03:43 pm
Sorry, that's what I was doing (flipping). After copying and pasting do you flip and move the whole feathered edge or do you reselect part of it?
I tried both ways. For some reason the pixels underneath are still showing up.
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rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Saturday, Jan. 11, 2003 03:48 pm
Got to go for now. When I get back I am going to take a plain jane image and work with the tiling thing. Thanks, later
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