NOTE: If you use method #1 described in the above link, you can check "Masked" when importing the texture or if you use method #2, you can add "FLAGS=2" to the end of the import line. Either of those will default any brush surfaces to "Masked" when the texture is applied. It's not necessary, but it saves a step.
The obvious advantage to doing Method 2 would be that you can do a bulk package, rather than Method 1 which looks like its texture by texture.
Oh, importing them into standard packages is fine. But using that method requires the use of .PCX files, which the compiler (which we have to use to get the textures to compress right) is ignoring.
Oh I see. So you can't compile them without the other compiler, which they aren't letting you having. Couldn't you send them the files for them to compile? That way, they could check to see if you were trying to do anything bad.
And another question that I've been meaning to ask: How did you manage to take screenshots of the new textures? Did you use a different method?
I think Dave manually inserted the textures into an existing UTX, not sure how he did it though since opening the editor and trying to import them usually crashes it. This is why he's able to screen capture the textures but not entire levels. Once he gets the info he needs you'll see fully HD levels
The way Dave is trying to do it is an automatic compilation because there are just way too many textures to import manually.
What Dave's having trouble with is getting an automated compiler that will do it all for him and the guy he's been in contact with apparently knows but hasn't responded.
Well, you're kind of right. I import them through UnrealEd and have to adjust the drawscale. This has several drawbacks:
1.I have to go into the properties of each texture. Deus Ex has 2200. That's a lot of manual work.
2.It only supports 8-bit (256 pallete) textures. Although, with the compression we hope to use (DXT1) those probably look better anyway.
3.With these packages, using the merge method, you can turn the high-resolution textures on and off with a .INI command. And they work fine in UnrealEd (some textures using the current method appear skewed across surfaces meaning you can't align them properly).
Oh, importing them into standard packages is fine. But using that method requires the use of .PCX files, which the compiler (which we have to use to get the textures to compress right) is ignoring.
I'm sorry for sounding so...impertinent (for want of a better word), but what type of compression do you have to use? Couldn't you just package them using a different type of compression?
S3TC - or DXT, what modern games (and Unreal Engine 2 uses). The advantage is how it handles compression, as in, it's pre-compressed rather then the GPU having to compress it meaning that more textures can be on screen without slowing down the game. And the packages are around 70% the size doing it using standard Unreal P8 compression.
Plus it won't crash the editor and can be turned on and off.
Of course, that's what I'm doing Although I've been messing around with a potential standalone game I'm going to be making for the past few days. Back to work properly soon...honest.