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.
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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.
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