Texture properties Edit
Creating seamless textures Edit
Working with textures Edit
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 Edit
The common/ package. Very important.
Texture alignment Edit
|<< Previous (Curve manipulation)||Mapping manual||(Entities) Next >>|
|OpenArena's Mapping manual|
|Prologue /// Pre-mapping stage - Map gameplay /// Choosing an editor /// Your first map|
Brush manipulation - 2D/3D clipping /// Curve manipulation /// Textures /// Introduction to Entities
Lighting - Advanced lighting /// Weapon/Item placement /// Triggers and movers - Dynamic features
Shaders /// Terrains and liquids /// Mapmodels /// Sounds /// Gametype support
Optimization and Troubleshooting - Hint brushes - Bot play - Troubleshooting
Final touches /// Compilation & packaging
|Glossary of terms - Advanced features - Modelling a map - Editor differences - Default assets (Textures/Models/Sounds) - GPL|