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- ...UT3)]] >> [[Legacy:Surface (UT3)|Surface (UT3)]] >> [[Legacy:Texture (UT3)|Texture (UT3)]] (Enums)}} These enums are declared in the UT3 Texture class. ...3 KB (372 words) - 08:23, 12 February 2008
- ...re in game, but if you have s3tc turned off you'll see a blury downsampled texture. ...ra fast algorithm. 3. MergeDXT just flagged the textures, meaning that the compression happens during load time. ...4 KB (708 words) - 06:30, 8 April 2008
- By default Unreal applies a bubbly greenish texture. We're going to apply different textures to make it look better. ===Open the Texture Browser === ...4 KB (652 words) - 15:03, 19 April 2015
- ==Texture Import== Imports an image file as [[Texture]]. Images must have dimensions that are both [[wp:power (mathematics)|power ...6 KB (914 words) - 10:38, 22 June 2010
- var class<Texture> MaterialClass; // Returns the compression value ...9 KB (827 words) - 06:02, 14 November 2009
- ...f 256x256 pixels. (If you save your screenshot as a bitmap, do not use RLE compression or UnrealEd won't import it properly. Use regular RGB encoding.) ...d. This procedure is described fully in [[Legacy:Texture Import And Export|Texture Import And Export]]. Briefly, use the following settings in the Import dial ...3 KB (518 words) - 12:53, 14 April 2015
- ====Compression==== ...nd ''7'' (TEXF_DXT3). Any values other than 3, 7 or 8 have no effect. DXT1 compression is 50% smaller than the other DXT compressions, but seems to drop all trans ...7 KB (1,083 words) - 11:00, 1 June 2009
- ==Creating a seamlessly tiling texture in GIMP == ...y start with a brush that has a diameter 1/4 the width and or height of my texture then use a small one for finishing touches ...3 KB (523 words) - 04:10, 3 December 2005
- ...ore the alpha channel information within the main image file. For [[Legacy:Texture Import And Export|importing to UnrealEd]], it's best to use 32 bit [[Wikipe *TGA files can be run length encoded to save space; RLE compression is directly proportional to the complexity of the image. "Noisy" images don ...9 KB (1,500 words) - 09:31, 12 September 2009
- #* Re-aligns the texture and clears the lighting. ...mmanded elsewhere). Still it appears that RGB8 is best in quality and with compression (that is used in case of lightmaps) is also smaller than DXT3. Problem was ...4 KB (690 words) - 22:23, 21 May 2010
- * You know how to model in 3dsmax and can create your mesh and texture on your own or have one already made ...o a format that UnrealEd can recognize it is time to import your model and texture into it. ...10 KB (1,724 words) - 07:35, 7 February 2007
- ...ialName || Name of the material. The Unreal Engine will use this to find a texture or other material with this name in any package. | 136 || 4 || Int || KeyCompressionStyle || ??? (related to animation compression) ...12 KB (1,679 words) - 12:56, 13 March 2016