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EDITING: Texture options

Discussion in 'Unreal Tournament 2003/2004' started by Marscaleb, Nov 24, 2016.

  1. Marscaleb

    Marscaleb New Member

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    It's been a while since I've tried to make a UT2K4 map, and I'm getting details confused with other Unreals.

    Is it possible to set a texture to render as a nearest filter instead of bilinear? I'm trying to make it look intentionally pixely. Either to change it for the whole game or for an individual texture.

    Question two, I don't know what the term is, but is it possible to change like a default scaling for a texture?
    Normally when a texture is applied to some BSP, as the default scale it is displayed at one texel to one unreal unit. A 256 square texture will perfectly cover a 256 unit block.
    But is it possible to have a texture... pre-scale before it is applied in the world? So for example, if I want my 128 texture to cover a 256 unit block, but without adjusting the texture scale on the surface. So every place that texture is used, it becomes stretched as if it were scaled to 2.0, but I don't have to actually adjust that on every surface, it just appears that way naturally.
    Is this possible, and if so, how?
     
  2. meowcat

    meowcat take a chance

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    Yes, sort of. You create a TexScaler in your MyLevel map package, and then set the texture scaling to something like UScale=2.0 and VScale=2.0 (or maybe it is 0.5.... I don't remember off the top of my head). Then just apply your TexScaler instead of the texture to all of those bsp surfaces.
     

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