Texture Previewer (TexUTX)

 

Author: Sniper

Date: 2-1-00

Email: sniperUnreal@columbus.rr.com

Introduction:

 

This program is intended to help UnrealED mappers by allowing them to create previews of texture files.

 

Required Software:

 

Microsoft Internet Explorer 4.x or later

                UnrealEd.exe

 

Optional Software: (Needed for creating texture files.)

 

            Image Alchemy - www.handmadesw.com

 

Functions:

 

 

"Location of UCC.exe”:    This is the directory where the UCC.EXE file is located.

Usually in the \SYSTEM sub directory.    

"Use interval Converter”: This option is checked by default. The program has the built in functions

to convert the PCX files exported by UCC.EXE to JPEG files.

                                                 

**************This option is slow! ***************

            Approximately 4 hours to convert all texture files.

ALL TEST WERE DONE ON A 550 PIII 256Mb.

*********************************************

 

There is program from www.handmadesw.com called Image Alchemy, which will convert the exported

files from UCC.exe into a viewable format. Image Alchemy  will also convert 24bit graphic files to 8bit.

This will allow you in create new .utx files in UnrealEd.exe. TexUTX supports this program.

The Image Alchemy demo version works well and the registered version can be purchased

from www.handmadesw.com.

                                               

“Location of Batch Converter”:     This is the directory where the program,

                                                     Image Alchemy resides.

 

"Location of Textures Files”:        This is the directory where the textures

                                                            files are located. Usually in the

\TEXTURES sub directory.

 

            "Location of Storage Directory”:   This is the location where you want

 the converted files to be stored.

 

            “Enable Error Logging”:               This setting will log any errors from the UCC.EXE

program. The log IS appended to.

 

            “View Log”:                               Views log File

           

            “Clear Log”:                               Deletes log file

 

 

“To BMP option”:                        Exports UTX to BMP files. Fast. Takes up more disk space.

 

            “To JPG option”:                         Exports UTX to JPEG Files. Slower. Takes up less disk space.

 

            “Select All “:                              Check this box to select all texture files.

           

            NOTE: If Internal Converter is selected, a status bar and cancel button will appear.

 

 

This option has two windows. The left tree view window displays the files that have been converted. By opening

the file name, the individual files are displayed. These files can be double - clicked to provide an individual view.

If the file was a JPG file, you can convert it to a BMP on the fly. You might do this to convert a file to bring in the

2D shape editor.

 

The right window allows you to view the entire file in a preview browser. By selected "ALL Files" or the root name

of a converted file, displays the name in the right window. In this window you can select one or multiple files and

bring them up in a preview browser. If only one files is selected a preview file is created in that files sub directory

in the STORAGE folder. The Preview Exists column is marked as YES. If you select multiple files that are marked as

YES, multiple browser windows will appear.

                   

            “Delete Preview”:                       This allows the preview file that has been created, to be removed.

            “Refresh display”:                       Clears and reloads the two windows.

 

 

            This option only works if you are using the converter program Image Alchemy or the graphic files you are importing

            are all ready 8 bit AND are in a PCX format.

 

            “…”:                                          Browse to the directory were the files are stored.

 

            “View Files for Import”:              Allows for to preview files. File cannot be in a PCX format for this option.

 

            “Convert Import Files”:               Uses the Image Alchemy program to convert graphic files to an 8 bit PCX format.

 

            “View Only PCX”:                       This allows you to view only the PCX files. This is useful if your directory contained

                                                            GIF files, and you only wanted to see the files that are PCX.

 

            “View All”:                                 View all graphic files in the selected directory.

 

            “Package Name”:                       This is the name of the package file to create in UnrealEd.exe.

 

            “Group”:                                    If you want to give a category to your graphics files, you can pick a pre defined one, or

                                                            type in a new name. Ex: Wall, Floor, Ceiling, Mask etc.

 

            “Add Info”:                                This adds the group description to the graphic file. Double clicking on the PCX file in the

                                                            left window, it will displays the group associated with the file. If left blank it will be added

                                                            in the “ALL” category.

 

                                                            NOTE: This can only be added to PCX file types.

 

            “Import ALL Textures”:               NOTE: UNREALED.exe must be running and the Log Window opened.

                                                            If you select the root name in the left window, ALL PCX files will be added into a texture

                                                            Named from the Package Name textbox.

                                                            If you select one single PCX file by name, it alone will be added.

 

**************************************************************************************************

I offer no warranty and you use at your own risk. If you find any bugs or want to contact me, you can email me.

**************************************************************************************************