Texture sharing

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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elypter
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Texture sharing

Post by elypter » 28 Jul 2010, 20:54

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 http://gtamp.com/forum/viewtopic.php?f= ... ?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 300 times
example
example
A.jpg (913 Bytes) Viewed 16811 times
Last edited by elypter on 15 Jan 2011, 17:00, edited 5 times in total.
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Re: Texture sharing

Post by elypter » 04 Aug 2010, 01:32

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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Re: Texture sharing

Post by elypter » 10 Jan 2011, 01:09

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/subvein_textures.7z
Attachments
Tile125_C4_R29.jpg
Tile125_C4_R29.jpg (2.26 KiB) Viewed 16729 times
Tile240_C8_R16.jpg
Tile240_C8_R16.jpg (1.79 KiB) Viewed 16729 times
Tile209_C7_R17.jpg
Tile209_C7_R17.jpg (1.75 KiB) Viewed 16729 times
Tile120_C4_R24.jpg
Tile120_C4_R24.jpg (2.2 KiB) Viewed 16729 times
Tile5_C1_R5.jpg
Tile5_C1_R5.jpg (2.25 KiB) Viewed 16729 times
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Re: Texture sharing

Post by elypter » 10 Jan 2011, 12:52

CS2d textures
http:///resources/cs2d_textures.7z
Attachments
Tile34_C5_R2.jpg
Tile34_C5_R2.jpg (1.65 KiB) Viewed 16718 times
Tile27_C3_R7.jpg
Tile27_C3_R7.jpg (1.73 KiB) Viewed 16718 times
Tile12_C2_R4.jpg
Tile12_C2_R4.jpg (1.71 KiB) Viewed 16718 times
Tile9_C1_R9.jpg
Tile9_C1_R9.jpg (2.21 KiB) Viewed 16718 times
Tile5_C1_R5.jpg
Tile5_C1_R5.jpg (2 KiB) Viewed 16718 times
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Re: Texture sharing

Post by Cuban-Pete » 10 Jan 2011, 13:14

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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Re: Texture sharing

Post by Razor » 10 Jan 2011, 13:43

cs2d tiles are 32x32 and gta2 textures are 64x64 so did you resize it?

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Re: Texture sharing

Post by elypter » 10 Jan 2011, 16:44

i fixed this 5 minutes after posting it first when i noticed that. only the preview images are 32x32
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Re: Texture sharing

Post by elypter » 10 Jan 2011, 18:34

Textures from the game Kong
http:///resources/kong_textures.7z
Attachments
ground_style3.png
ground_style3.png (26.11 KiB) Viewed 16702 times
ramp_corner_circle_Tile1_C1_R1.jpg
ramp_corner_circle_Tile1_C1_R1.jpg (75.44 KiB) Viewed 16702 times
darkgreen_tiles_Tile1_C1_R1.jpg
darkgreen_tiles_Tile1_C1_R1.jpg (47.36 KiB) Viewed 16702 times
bigwall_jungle_Tile3_C1_R3.jpg
bigwall_jungle_Tile3_C1_R3.jpg (61.35 KiB) Viewed 16702 times
box_chiquita.png
box_chiquita.png (46.17 KiB) Viewed 16702 times
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Re: Texture sharing

Post by elypter » 10 Jan 2011, 18:41

Textures from boba violent 2
http:///resources/boba_violent_textures.7z
Attachments
tex_wall_center1.jpg
tex_wall_center1.jpg (1.84 KiB) Viewed 16700 times
tex_wall_center.jpg
tex_wall_center.jpg (1.59 KiB) Viewed 16700 times
tex_floor_dirt2.jpg
tex_floor_dirt2.jpg (2.08 KiB) Viewed 16700 times
tex_floor_dirt.jpg
tex_floor_dirt.jpg (2.05 KiB) Viewed 16700 times
tex_floor.jpg
tex_floor.jpg (2.6 KiB) Viewed 16700 times
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Re: Texture sharing

Post by elypter » 05 Oct 2011, 22:15

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Re: Texture sharing

Post by B-$hep » 06 Oct 2011, 20:11

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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Re: Texture sharing

Post by elypter » 06 Oct 2011, 20:57

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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Re: Texture sharing

Post by Lantyz » 07 Oct 2011, 17:26

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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Re: Texture sharing

Post by elypter » 07 Oct 2011, 21:43

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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