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 Post subject: Texture sharing
PostPosted: Wed Jul 28, 2010 8:54 pm 
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I suggest this as a place for everyone who searches for textures or wants to share textures with others.

update: all currently listed textures are included in resource pakx

############################################

A start:

share:
description:
These Texture files are resized versions of the original "red&yellow font" out of the sty file.
They are made to be used as replacement for the font that can be used in GTA2 by using these "special characters" as name or in the gxt file.
If you want to see it live download one of my maps eg: Rocket Chamber viewtopic.php?f=5&t=185/viewtopic.php?f=5&t=178
So if you also want to have this font on your map you just need to replace the original blue "special characters"

Edit:
I made a simple translation script to generate texts and names
http://elypter.net84.net/gta2.tk/script ... ec=elypter
Edit2:
There is now a better blue palette included

Installation:
-use gta2stytool
-open sty file and import _A_red+red.bmp and choose palette hack and select 268
-open sty file and import _#A_blue+blue.bmp and choose palett hack and select 263
-now import 0-9A-Z and choose leave palettes alone (they will look messed up in stytool)
-some of them are hard to find: eg:
dp(colon) : near shotgun&generator
1 : silentmachinegun&bankvan
I : near big É

search:
a helicopter texture or an image which is suitable for modifying. I know they can't fly ;) but i want to use it for scripting


Attachments:
font.7z [12.39 KiB]
Downloaded 283 times
File comment: example
A.jpg
A.jpg [ 913 Bytes | Viewed 16344 times ]

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Last edited by elypter on Sat Jan 15, 2011 5:00 pm, edited 5 times in total.
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 Post subject: Re: Texture sharing
PostPosted: Wed Aug 04, 2010 1:32 am 
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finally i figured out how i did this the last time. It's quite a complicated hack (documented in _how_it_was_done.txt so that i don't forget it again :idea: ). Installation is relatively easy if you know what you have to do. A howto is now available.

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 1:09 am 
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i extracted the textures of subvein (a game inspired by gta2) and uploaded it here. they have the right format to be imported by stytool.

http:///resources/s ... extures.7z


Attachments:
Tile125_C4_R29.jpg
Tile125_C4_R29.jpg [ 2.26 KiB | Viewed 16262 times ]
Tile240_C8_R16.jpg
Tile240_C8_R16.jpg [ 1.79 KiB | Viewed 16262 times ]
Tile209_C7_R17.jpg
Tile209_C7_R17.jpg [ 1.75 KiB | Viewed 16262 times ]
Tile120_C4_R24.jpg
Tile120_C4_R24.jpg [ 2.2 KiB | Viewed 16262 times ]
Tile5_C1_R5.jpg
Tile5_C1_R5.jpg [ 2.25 KiB | Viewed 16262 times ]

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 12:52 pm 
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CS2d textures
http:///resources/cs2d_textures.7z


Attachments:
Tile34_C5_R2.jpg
Tile34_C5_R2.jpg [ 1.65 KiB | Viewed 16251 times ]
Tile27_C3_R7.jpg
Tile27_C3_R7.jpg [ 1.73 KiB | Viewed 16251 times ]
Tile12_C2_R4.jpg
Tile12_C2_R4.jpg [ 1.71 KiB | Viewed 16251 times ]
Tile9_C1_R9.jpg
Tile9_C1_R9.jpg [ 2.21 KiB | Viewed 16251 times ]
Tile5_C1_R5.jpg
Tile5_C1_R5.jpg [ 2 KiB | Viewed 16251 times ]

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 1:14 pm 
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Joined: Fri Jan 29, 2010 3:03 pm
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If someone needs custom textures that look a lot like the original, I might be able to make it. Animations will be more difficult, but I can try. :)

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 1:43 pm 
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Joined: Sat Jul 19, 2008 2:14 pm
Posts: 459
Location: Poland / Szczecin
cs2d tiles are 32x32 and gta2 textures are 64x64 so did you resize it?


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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 4:44 pm 
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i fixed this 5 minutes after posting it first when i noticed that. only the preview images are 32x32

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 6:34 pm 
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Textures from the game Kong
http:///resources/kong_textures.7z


Attachments:
ground_style3.png
ground_style3.png [ 26.11 KiB | Viewed 16235 times ]
ramp_corner_circle_Tile1_C1_R1.jpg
ramp_corner_circle_Tile1_C1_R1.jpg [ 75.44 KiB | Viewed 16235 times ]
darkgreen_tiles_Tile1_C1_R1.jpg
darkgreen_tiles_Tile1_C1_R1.jpg [ 47.36 KiB | Viewed 16235 times ]
bigwall_jungle_Tile3_C1_R3.jpg
bigwall_jungle_Tile3_C1_R3.jpg [ 61.35 KiB | Viewed 16235 times ]
box_chiquita.png
box_chiquita.png [ 46.17 KiB | Viewed 16235 times ]

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 Post subject: Re: Texture sharing
PostPosted: Mon Jan 10, 2011 6:41 pm 
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Textures from boba violent 2
http:///resources/b ... extures.7z


Attachments:
tex_wall_center1.jpg
tex_wall_center1.jpg [ 1.84 KiB | Viewed 16233 times ]
tex_wall_center.jpg
tex_wall_center.jpg [ 1.59 KiB | Viewed 16233 times ]
tex_floor_dirt2.jpg
tex_floor_dirt2.jpg [ 2.08 KiB | Viewed 16233 times ]
tex_floor_dirt.jpg
tex_floor_dirt.jpg [ 2.05 KiB | Viewed 16233 times ]
tex_floor.jpg
tex_floor.jpg [ 2.6 KiB | Viewed 16233 times ]

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 Post subject: Re: Texture sharing
PostPosted: Wed Oct 05, 2011 10:15 pm 
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Image

http://gta2dare.square7.ch/dump/GTA2_TILE_546.zip

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 Post subject: Re: Texture sharing
PostPosted: Thu Oct 06, 2011 8:11 pm 
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Joined: Fri Apr 24, 2009 9:43 pm
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Location: Estonia - Finland
Elypter, can you make a tutorial how to take almost any PNG, BMP or any image and make it compatible with STY tool and describe exactly how to find correct palette for it, in STY tool?

All the tasks, converting, resizing, exporting (from image editing tool) and importing to STY tool with correct way and palette.

I think that finding correct palette for imported tile is most difficult task.


Jernej should make it easier. He knows how his code works.

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 Post subject: Re: Texture sharing
PostPosted: Thu Oct 06, 2011 8:57 pm 
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Part1:
Which tools can or have to be used with the process:
Stytool:
ensure that you have the newest version that shows the pallet number of tiles and sprites
Gimp:
this is the best program to edit tiles and sprites and also the only tool that can do all operations concerning palettes.
Photoshop:
Photoshop can not be used to manage palettes. If you have/want to use effekts or something else from photoshop you either have import it in gimp after that or you must keep the image in interlaced mode during the whole edit process(might not be possible) and even then you maybe have to reopen it in gimp.
ImageSynth plugin for photoshop:
this is a very good tool for creating seamless textures out of an image or non seamless texture or to mix and recompose textures. example
Irfanview:
it is basically a image viewer not an editor but it has some handy features. you can swap colors of the palette, you can import&export a pal file. importing does change the palette (!= apply) which can be used to generate remaped cars(cars in other other color than the default brown), peds, font, ... without gta
Paintshop:
thats the origin of the .pal palette format. it was probably used by dmp to create/edit the gta2 cars. i dont know it very well but it might be an accepable alternative to gimp and photoshop
Paint.NET:
good because it usually keeps the palette. sometimes it feels like a good image editing programm but sometimes it feels shit when something is weird or missing.

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 Post subject: Re: Texture sharing
PostPosted: Fri Oct 07, 2011 5:26 pm 
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Joined: Tue Apr 14, 2009 8:20 am
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You'll also need STYed (not STY Tool!) to export and import palettes from and to a GTA2 style file. I use Paint.NET to edit images, and then Paint Shop Pro 7 to convert them to an existing palette or group several images together to create a new palette. I find it hard to get used to PSP7, which is why I stick to the--in my opinion--very easy to use Paint.NET. I once tried Gimp, but haven't really gotten into it yet. Perhaps you could write a tutorial on using palettes in Gimp, and I could do the same for PSP7?


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 Post subject: Re: Texture sharing
PostPosted: Fri Oct 07, 2011 9:43 pm 
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Lantyz wrote:
You'll also need STYed (not STY Tool!) to export and import palettes from and to a GTA2 style file.

That was true until the update of Stytool. The new version allows to import and export .pal files. thats why i outlined the importance to have the new version. but even without that feature it is possible to import with the pallet hack option and export through exported images (although it is very tricky with some special sprites)
Lantyz wrote:
Perhaps you could write a tutorial on using palettes in Gimp, and I could do the same for PSP7?

That was my idea to write for the next part. Good idea if you could do it for PSP7. But instead of posting it here we should make a page in this wiki or this wiki?

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