Things you need to make textures
First of all you need Wally v1.20 (or better), the great texture editor by Ty Matthews and Neal White III.
Then you need Paint Shop Pro v5. PSP is (in my opinion) one of the best graphic programs out there - for a real fair price. You can also use every other paint program which works fine with clipboard operations and has good cut and paste capabilities (e.g. like the lasso function).
If you wonder how to get the Q2 palette file for PSP - look in the Wally directory, the file q2pal.pal is the palette for PSP.
You should have installed Quake2 (for testing purposes) and of course an Quake 2 Map editor to build the map for which you are making the textures.
When you've downloaded all those programs, install them. If you encounter problems with wally (weird error messages complaining something generally wrong), you should get the setup program for wally from the wally download page. That's because they didn't include the Microsoft Foundation Classes (MFC) Libraries in the Wally Archive (which is fine for download time and because most of you will already have them installed). After installing the libraries, wally should work fine.
Hey ho, hey ho, off to work we go!
Now you should start PSP and Wally. You will see something like this (I already opened the options dialog under View -> Options):
(click on the thumbnail to enlarge, hit the back button of your browser to return)
Now it's time to gamma correct wally. Just load a .wal file from original Quake2. On my monitor it was way to dark. so I corrected the gamma in wally to 1.8, which worked fine for me. You must try a little at this one until you've found the right setting. It's frustrating if you made a dark texture, start your map and the textures are like lights.
After fine tuning wally you have to gamma correct Paint Shop Pro. When you've the texture opened in Wally, simply hit CTRL-C which will copy the texture to the clipboard. Then change with Alt-Tab to PSP an hit CTRL-V which will copy the clipboard to a new image. Zoom it with the + and - keys to a size equal to the one in wally (your picture size doesn't change, just your view). Now open the gamma correct dialog in PSP with File -> Settings -> Monitor Gamma correct (I'm not sure if these are the right words, because my psp is in german, they may vary a little in english). Now adjust the values accordingly to them in Wally. The texture should be nearly equal bright now in PSP, Wally and Quake2.
All programs installed and all settings made? Fine, then here it comes:
Your first self made texture
This will be an easy one. Just another simple wall. Nothing special. Good for training ;-)
Ok, change back to wally, use File -> New and fill out the upcoming dialog box. For now we assume our textures directory is called testarea and the texture itself should be named my_wall1. The size should be 32 * 32 for this one.
so the dialog box should look like this:
Things to recognize here:
Now you have a window like this (colors may differ, because of the selected background color):
- The name of the texture includes the directory where it is stored (I'm not sure if you really need this, but all the original Q2 textures have it.)
- The path separator is "/", not "\" (!)
- We named it my_wall1 because it's my work and it's the 1st wall me made 'til now. (That's not necessary, but I think it's good style :-)
Easy now. Just zoom the picture for a better view, then select the main color for the wall, select the fill function on the Tool Palette and fill the texture with your desired background color.
Basically, if you save it, you have a texture for your map. But a sad one. So we will add some realism to it.
Plain one colored walls don't exist - so we'll have to add some colored spots on it. This function is called noise in Wally. Just select Image -> Add Noise.... The following dialog will appear:
(This dialog is from Wally V1.28 Beta. Earlier versions miss the Noise Distribution Setting and the Preview function, but the rest should work fine)
You should play around a while with these settings to become a feeling for them. You will need this function very often. By the way, with CTRL-Z you have a shortcut to the undo function.
I used the above settings, so the picture should look something like this (it's a random function, so you will never get the same results when doing it again!):
We're almost done. With F12 you bring up the texture information dialog. Here you can adjust the texture name and give some default Flags and contents values for the texture. These defaults will be used if you don't change them in your map editor. So if you want to make a texture for a lamp, simply add the light flag and enter a value for the light. Whenever you use this texture in your map, this texture will emit light without changing the texture properties in the map editor. Cool thing, he? The Texture Information box looks like this:
Now use File -> Save (or press CTRL-S) to save your texture. Remember to put it in a subdirectory named testarea under the directory Quake2\baseq2\textures. Some of you will now shout "STOP I'm making a texture for a mod, so why should I save it under baseq2\textures instead of action\textures?" The answer is simple: If you use the game directory for your textures, you will have to add the -gamedir action parameter for all tools while compiling the level. So you use baseq2. Once you've done all compile, the compiled level with all textures can be installed under action, there's no problem. Got it?
So I use Wally all the time, so why the heck did you let me install PSP?
As long as you make simple textures, no problem, use Wally. But if you want to do tiled textures like floors, ceilings or a wall of bricks or want to use fonts for signs, wally is just lame (sorry folks ;)
So you use Paint shop Pro for these things. I'll tell you how I use this combination (if someone knows a better method, please email me!).
You start with Wally, make a new texture with File -> New (you can leave the name blank at this time, you don't need it here). Now you choose you background color and fill the texture. After doing so, you copy the texture to the clipboard (e.g. with CTRL-C), change to PSP and insert from clipboard as new picture (CTRL-V). Don't worry about the color palette, PSP will take it from the clipboard, too. Now you draw one of the floor plates (remember to calculate the plate size, e.g. if you want to have 4 plates and your texture is 32 pixels wide, each plate will be 8 pixels square.). Now you use the selection to mark this plate. copy it to clipboard with CTRL-C. Now you can insert it in your picture with CTRL-E as long as you want. Use this method to create the other plates. When you're done, copy the whole thing (use CTRL-D to deselect the last selection - if you don't do it, you will just copy the selection!) with CTRL-C to the clipboard and insert it in wally with CTRL-V (newer versions of wally can also insert the clipboard into the actual texture with CTRl-E). Now you have a the plain floor texture. Use the noise function to add a little realism, make one plate broken or change the color of the plates with the fill function. Maybe you could use the blend function to make the texture smoother. Don't forget to add the name for the texture with F12 (you rememberer: I told you we didn't need it for the original texture because with the insert from clipboard we created a new one...).
Attention! Before you save your texture, make sure that it was re-mipped , because you would get strange results if you forget this!
It should look something like this now:
Bingo! Your first tiled texture is ready :-)
If you want to test how it looks on larger areas, just hit the Tile Image button .
And now to the real hard stuff: Text and Anti-Aliasing
Huh, you're still here? Good. This is a little bit complicated and you should really know how to use PSP and something about palettes and so on. Don't give up if the first tries look like shit, you'll learn how to do it.
You start as before (new texture, copy it to PSP). Then you choose the color for the text before the following step. After you selected the color, go to Colors -> Increase Color Depth -> 16 million colors (24 bit). Now select the text function and choose where to place the text and click your left mouse button. The following dialog will appear (sorry, but I only have the german PSP version. The only two points which count is anti aliasing and free placement, maybe also centered):
(Click on the thumbnail and - hm, you should know that already :-)
Now move the text to the position you want to (if you selected free placement). When you're done, use Colors -> Reduce Color Depth -> 256 colors (8 Bit) to reduce the colors to 8 bit. You'll notice some color changes - here you have to try. One tip: NEVER use the error-diffusion for converting - it'll look awful in the game! Now you can load the Quake2 palette back to PSP (with CTRL-O). you find it in the wally directory as q2pal.pal. You will recognize another color change of your texture. This is the main problem here: to get the right results from this operations. You can try to load the Q2 Palette direct in 24 Bit mode (this reduces the texture to 8 Bit automatically), but I found out the changes were much harder then with my method.
That's all folks!
I hope this tutorial will help you to create new mega-cool textures for our favorite game QUAKE 2. If you have further questions, just ask at the message board of www.mapdepot.net (sorry, but I don't read the one at rust, just not enough time to read all those resources :-)
Please don't ask me per email, because I don't have as much time as I would like to have and if you ask at mapdepot, maybe someone other can help you when I'm not there!
If you liked this tutorial it would be nice if you visit my web page.