OpenArena
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OpenArena's Mapping manual
ProloguePre-mapping stage (Map gameplay)Choosing an editorYour first mapBrush manipulation (2D/3D clipping)Curve manipulationTexturesIntroduction to EntitiesLighting (Advanced lighting)Weapon/Item placementTriggers and movers (Dynamic features)ShadersTerrains and liquidsMapmodelsSoundsGametype supportOptimization and Troubleshooting (Hint brushesBot playTroubleshooting)Final touchesCompilation & packaging
Glossary of termsAdvanced featuresModelling a mapEditor differencesDefault assets (Textures/Models/Sounds)GPL


Overview[]

You can't have a 3D world without textures. That's a fact of life. Textures are one of the elemental parts of 3D world building, the others being, of course, the polygons and the lighting. The polygon were taken care of in the beginning of this series, while the lighting has been taken care of halfway. Now we tackle the final part of the series.

How to apply textures to the world has been discussed in Your First Map. Here we're going to see many more topics relating to them.

Trims[]

Trims help your map be less boring by breaking texture repetition. They're usually used in .

Texture properties[]

Textures in the game's world can be moved and distorted.

Advanced effects such as animations and texture-specific lighting can be applied to textures, but that's stuff for another tutorial.

Creating seamless textures[]

Working with textures[]

Texture manipulation within the editor.

Keep in mind:

  • DO NOT use "progressive encoding" in JPG files for OA, because some versions of the engine are not capable of loading maps containing them.
  • Also, avoid using "CMYK" format, which is designed for printing, in your JPG files: use classic "RGB" mode instead.
  • Texture sizes (width and height) should be power of two, to avoid a resampling which will bring down rendering quality. Examples: 64x64, 128x128, 256x256, 512x512, 256x512, 256x1024 are okay, while 230x230, 250x1000 etc should be avoided. See also Manual/Graphic options#Round images down/up.

The Common package[]

The common/ package is the centerpiece of IdTech mapping. Here are some of its basic textures and their utilities:

  • common/caulk: The most important texture you need to dominate. In structural brushes, they help seal your map off while preventing the faces they're in to be drawn. In detial brushes, they prevent the faces that shouldn't be drawn to do so.
  • common/nodraw: Like caulk, it prevents faces from being drawn. The difference lies in that this texture is used whenever you have a texture with some transparency (such as the proto2/blue_dcl and proto2/red_dcl arrows). caulk and nodraw AREN'T interchangeable, nodraw will cause leaks if used in a brush that's meant to seal your world off the void
  • common/nodrawnonsolid: Like nodraw, but its use is specifically for decorative textures that don't affect the game's world at all.
  • common/trigger: Paint a brush with this texture in all sides and then assign it one of the five available triggers (trigger_always, trigger_hurt, trigger_multiple, trigger_push and trigger_teleport).

Texture alignment[]

External links[]

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