How to Wrap Textures in UnrealEd
One of the great features of the UnrealEd level editor is the ability to add custom textures to the static meshes that come with the game. Many first-time level editors run into problems, however, when the texture they want to apply only fills one side of the static mesh they wish to edit. By using graphics editing software, you can ensure that the texture you created for your static mesh is the perfect size and will wrap around all sides of the static mesh that you created.
Instructions
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1
Open the static mesh's default texture in an image editing program. Many textures are in bitmap format, which you can open with Microsoft Paint. However, some are in formats that Microsoft Paint cannot read, such as PC Paintbrush (.pcx files) or Truevision TGA (.tga files) format. If the file type is incompatible with Microsoft Paint, use a different image editor, such as Adobe Photoshop or Corel PaintShop Pro.
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2
Click "File" at the top of your image editor's window, then click "Save As." Make sure you give your texture file a unique file name so that you do not accidentally overwrite an existing texture file.
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3
Using your graphic editor's "Erase" tool, erase the existing design on the file. Draw your design on the blank template.
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4
Click "File" from the menu at the top of your screen, then click "Import." Navigate to where you saved your texture in the window that pops up. Select your texture, then click "OK." Select the text box next to "Generate MitMaps," then click "OK."
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Tips & Warnings
Import an existing design to your blank texture by opening it in an image editor. Select the entire design, copy it, then paste the existing design to the template that you created in Step 3.