Importing Images: Difference between revisions

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The Pummel Party Mod Editor allows the import of custom files for your mod, custom image files can be used as textures for props and particle systems in your mod. See below table for supported formats.
The Pummel Party Mod Editor allows the import of custom files for your mod, custom image files can be used as textures for props and particle systems in your mod. See the below table for supported formats.


== Supported File Formats ==
== Supported File Formats ==
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== Import Options ==
== Import Options ==
[[File:PointVsBilinear.png|thumb|600px|right|Point filtering (Left) vs Bilinear filtering (right). Point is suited to pixel art, while bilinear is suited to more detailed textures.]]
{| class="wikitable"
{| class="wikitable"
|-
|-
! Property !! Description
! Property !! Description
|-
|-
|'''Texture Compression''' ||  
|'''Texture Compression''' || Determines what level of compression is applied to the texture at runtime. (does not affect disk size)
|-
|-
| style="padding-left: 2em;" | ''Normal'' ||  
| style="padding-left: 2em;" | ''Normal'' || Normal compression is applied.
|-
|-
| style="padding-left: 2em;" | ''High Quality'' ||  
| style="padding-left: 2em;" | ''High Quality'' || High Quality compression reduces compression artefacts but takes longer to compress.
|-
|-
| style="padding-left: 2em;" | ''None'' ||  
| style="padding-left: 2em;" | ''None'' || No compression is applied to the texture.
|-
|-
| '''Filter Mode''' ||  
| '''Filter Mode''' || Modifies the filter applied when sampling a texture.
|-
|-
| style="padding-left: 2em;" | ''Point'' ||  
| style="padding-left: 2em;" | ''Point'' || The textures are not filtered and displayed as is (shows up pixelated similar to Minecraft textures)
|-
|-
| style="padding-left: 2em;" | ''Bilinear'' ||  
| style="padding-left: 2em;" | ''Bilinear'' || Texture samples are averaged giving a smooth result.
|-
|-
| style="padding-left: 2em;" | ''Trilinear'' ||  
| style="padding-left: 2em;" | ''Trilinear'' || Texture samples are averaged and also blended with mipmaps.
|-
|-
| '''Wrap Mode''' ||  
| '''Wrap Mode''' || Affects how the texture is displayed if UV coordinates are outside the range of 0 to 1.
|-
|-
| style="padding-left: 2em;" | ''Repeat'' ||  
| style="padding-left: 2em;" | ''Repeat'' || The texture is repeated in a tiling pattern.
|-
|-
| style="padding-left: 2em;" | ''Clamp'' ||  
| style="padding-left: 2em;" | ''Clamp'' || The texture repeats the last pixel at each edge.
|-
|-
| style="padding-left: 2em;" | ''Mirror'' ||  
| style="padding-left: 2em;" | ''Mirror'' || Similar to 'Repeat' but mirrors the texture at each boundary.
|-
|-
| style="padding-left: 2em;" | ''Mirror once'' ||  
| style="padding-left: 2em;" | ''Mirror once'' || Mirrors the texture once then clamps at each edge.
|}
|}


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# You will have the option of what type of asset to import, select 'Texture'.
# You will have the option of what type of asset to import, select 'Texture'.
# Using the windows file browser, navigate to the image file you want to import.
# Using the windows file browser, navigate to the image file you want to import.
# Your image should now show up as a useable texture asset in the 'Asset Browser' window under the 'Custom/Textures' folder.
# Your image should now show up as a usable texture asset in the 'Asset Browser' window under the 'Custom/Textures' folder.

Latest revision as of 23:08, 15 December 2022

The Pummel Party Mod Editor allows the import of custom files for your mod, custom image files can be used as textures for props and particle systems in your mod. See the below table for supported formats.

Supported File Formats

Format Extension Description Usage
PNG .png PNG format uses lossless compression and allows for transparency. Use for small textures where quality matters.
JPEG .jpeg, .jpg JPEG format uses lossy compression but does not allow for transparency. Use for large textures where quality does not matter.
BMP .bmp BMP format Bitmap Image File. Avoid using

Import Options

Point filtering (Left) vs Bilinear filtering (right). Point is suited to pixel art, while bilinear is suited to more detailed textures.
Property Description
Texture Compression Determines what level of compression is applied to the texture at runtime. (does not affect disk size)
Normal Normal compression is applied.
High Quality High Quality compression reduces compression artefacts but takes longer to compress.
None No compression is applied to the texture.
Filter Mode Modifies the filter applied when sampling a texture.
Point The textures are not filtered and displayed as is (shows up pixelated similar to Minecraft textures)
Bilinear Texture samples are averaged giving a smooth result.
Trilinear Texture samples are averaged and also blended with mipmaps.
Wrap Mode Affects how the texture is displayed if UV coordinates are outside the range of 0 to 1.
Repeat The texture is repeated in a tiling pattern.
Clamp The texture repeats the last pixel at each edge.
Mirror Similar to 'Repeat' but mirrors the texture at each boundary.
Mirror once Mirrors the texture once then clamps at each edge.

How To Import Custom Images

The import asset button.
  1. Open the Mod Editor.
  2. Load a mod project from the file menu or create a new mod.
  3. At the bottom of the screen find the 'Asset Browser' window.
  4. In the file browser window you will see the 'Import Asset' button, click this.
  5. You will have the option of what type of asset to import, select 'Texture'.
  6. Using the windows file browser, navigate to the image file you want to import.
  7. Your image should now show up as a usable texture asset in the 'Asset Browser' window under the 'Custom/Textures' folder.