Bitmapped graphics files are formed of square pixels lined next to eachother in clusters or random order. Pixels can have any colour, in an RGB spectrum or a 256 color palette/table.
RGB stands for Red Green Blue
, and consists of values that define the amount of each colour, enabling the forming of millions of colour shades. RGB is used in textures for the 3D accelerated version of C2. The RGB spectrum is an universal standard.
The 256 colour palette has a palette of colours holding a maximum of 256 shades. The palette must be defined for each individual image file, or the image will look scrambled. For each game - for instance - there is an individual palette. C2 has its very own palette for 256 graphics. 256 colours is naturally inferior in comparison to millions of colours, meaning 256 graphics appear pixellated and seemingly colourless.
The resolution of an image is defined by how many pixels (horizontal) times pixels (vertical) there is in an image. The only bounding aspect (format and colours aside) in C2 texturing is the actual resolution of the image to be used as a texture. Usable resolutions for any texture are (but not necessarily limited to): 32x32, 64x64, 128x128
. These are safe resolutions to use and will not cause any errors in the editing process.
There are also vectorized graphics, such as Clip Arts in Micro$oft Word or fonts in the Windows operating system. This means they can be scaled from small to extremely large without any pixellation (Remember DOOM? LEGOS!). Vectorized graphics are not suitable for usage in C2, unless they are converted into bitmaps first. So if you want to use a Clip Art Santa or a company logo in the game, convert the file into a bitmap first. This is easiest done by taking a screenshot of the desktop when the image of your choice is presented on the screen, press "Print Screen" on the top right of your keyboard to store your desktop in the clip-board. Then open a program, like Photoshop or Paint Shop Pro, paste the image as a new image, cut the imporant bit out and save as a texture (remember resolutions!).
When you keep these things in mind, editing C2 textures should be a piece of cake! (no really.. ;).
Your next step is the:
[ Car Texturing Tutorial ]
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