Intermediate-Recolorable Textures

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Want your objects to be recolourable in the game, well lets do it and make your set more versatile.

Recolorable Textures

Recently a lot of CSC(Custom Scenery Creators) have been having issues with creating recolorable textures, for this I chose a free image editing program “GIMP”, GIMP can be simply Googled and downloaded at no cost to you…..Yes it is a legal download.

This tutorial will teach you how to turn a normal texture into a recolorable texture, I will take you through the steps one by one and before you know it you will have a recolorable texture. I warn you now that this can take a few attempts to get right, recolorable textures are not something that simple happens, you have to constantly analyse the texture and make sure it is all heading to your final needs. Well lets get started then…

1st) Open GIMP, then open the texture you wish to make recolorable.

Textures must be in a size of: 64x64, 128x128, 256x256 or 512x512 pixels. I would also suggest that your texture be seamless (the texture can be placed around itself and no visible difference arises in the seams), you can simply download seamless texture programs of plug-ins. One major issue with these programs is whilst they make the image seamless they may change the original pattern of the texture and leave you with a different texture to your original wants. I usually do my textures manually, I simply blur and analyse each individual pixel.

2nd) Recolorable textures require that a texture be Red, Blue or Green. We work with Red because it is the first colour choice of RCT3. To alter the colour effectively we first must convert the image to grey scale. To do this simply go “Image>Mode>Grayscale”

3rd) Now your texture should appear similar to this.

4th) Now that the image has been converted to greyscale we now need to change it back to RGB, the reason for doing this is that we will need to colorize the image to make it recolorable and in Greyscale mode this is not possible. To do this simply go “Image>Mode>RGB”

5th) You will notice that your picture will not change at all, this is fine because the actual image settings have changed and we can now colorize the texture. . To edit the colours and saturate the greyscale image with Red(we are using red as it is the first colour choice, you can also use Green & Blue) go “Layer>Colours>Colour Balance”.

6th) A window like below will appear.

7th)For each Shadows/Midtones/Highlights change the colour level for the required to colour to 100, since we are using the first colour choice we adjust the Red to 100.

8th)Now click “ok” and you texture will look like below.

You may say that’s good and you want to add it to the game, sorry to say but it still is not ready.

9th)A picture like this may look red but to make many of the red pixels the texture will contain some Green & Blue, we need to remove all Green & Blue to make the texture work properly in-game.

To do this click “Layer>Colours>Levels”

10th)A new window will appear and look like below.

11th) Now in this new window we need to select the two channels we wish to remove, in this case we wish to remove Green & Blue, to do this select a channel, one at a time. See below for a better idea. Now in the very middle of this window you will see a small box containing the value 1.00, this is what we edit to remove all traces of any colour other then the colour of our need.

12th) Now simply lower the value in the middle of the window to its lowest possible value. The value should go to 0.10.

13th) Now that all trace of the unwanted colours has been removed, we now have to check the red levels. Our aim is for the red to be around the 127 mark, now obviously they cannot all be at that level since there are some darker and lighter spots.

To check the red levels go “Tools>Colour Picker”

14th) Now, just click different contrasting spots of the texture and check all Red levels, remember that they need to be around the 127 mark.

You will notice that with my texture that we have some great variant red channels in this image. This is due to the shadows and other patterns added to the texture.

15th) We now need to adjust the Brightness & Contrast of the texture to make these channels closer in number, resulting in a better recolorable texture. To do this go “Layer>Colours>Brightness-Contrast…”

16th) At this stage it becomes a mere trial and error game, although I usually find that around the negative fifty(-50) mark for both values produces a fairly accurate result.

17th) As you can tell, the negative fifty mark should not be used it is a mere guide, you can see that I have actually changed my values. I use the small graphic in the top right corner of the window to get a rough idea of what I want. So I guess you are wondering what you are actually looking for, the aim is to get the reds as close as possible to one another but still keep enough detail in the texture.

18th) Once you are happy with the Brightness & Contrast then use the Colour Picker tool to check the red values, if these are still not close to 127 then go back to step 15 and continue those stages until you have the correct texture. Once that is done then you can save your image as .png and you have a recolorable texture.

I hope you find this tutorial useful.

Surfingoz
”The Wizard of Oz”

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  72. SELECT `sefurl`, `Itemid`
      FROM `jos_sefurls`
      WHERE `origurl` = 'index.php?option=com_jdownloads&catid=16&cid=93&task=view.download'
  73. SELECT `sefurl`, `Itemid`
      FROM `jos_sefurls`
      WHERE `origurl` = 'index.php?option=com_jdownloads&catid=14&cid=92&task=view.download'
  74. SELECT cc.id, cc.userid, cc.comment, cc.name, cc.username, cc.email, cc.date, cc.object_id, cc.object_group, '' AS avatar
     
      FROM jos_jcomments AS cc
     
      LEFT JOIN jos_content AS c
      ON c.id = cc.object_id
     
      WHERE cc.published = 1
       
      AND c.access <= '0'
       
      AND (c.publish_up = '0000-00-00 00:00:00' OR c.publish_up <= NOW())
       
      AND (c.publish_down = '0000-00-00 00:00:00' OR c.publish_down >= NOW())
       
      AND cc.object_group = 'com_content'
       
      AND (c.sectionid IN (5) )
     
      ORDER BY cc.date DESC
     
      LIMIT 5
  75. SELECT a.id, a.sectionid, a.access, CASE WHEN CHAR_LENGTH(a.alias) THEN CONCAT_WS(":", a.id, a.alias) ELSE a.id END AS slug, CASE WHEN CHAR_LENGTH(cc.alias) THEN CONCAT_WS(":", cc.id, cc.alias) ELSE cc.id END AS catslug
      FROM jos_content AS a
      LEFT JOIN jos_categories AS cc
      ON cc.id = a.catid
      WHERE a.id = 19
  76. SELECT title
      FROM jos_content
      WHERE id = 19
  77. SELECT `catid`
      FROM `jos_content`
      WHERE `id` = '4'
  78. SELECT `catid`
      FROM `jos_content`
      WHERE `id` = '2'
  79. SELECT `sefurl`, `Itemid`
      FROM `jos_sefurls`
      WHERE `origurl` = 'index.php?option=com_content&catid=1&id=2&view=article'
  80. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_aikadmin.xml'
      LIMIT 1
  81. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_weblinks.xml'
      LIMIT 1
  82. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_chronocontact.xml'
      LIMIT 1
  83. SELECT `sefurl`, `Itemid`
      FROM `jos_sefurls`
      WHERE `origurl` = 'index.php?option=com_jdownloads'
  84. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_lyftenbloggie.xml'
      LIMIT 1
  85. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_quickfaq.xml'
      LIMIT 1
  86. SELECT `filters`
      FROM `jos_sefexts`
      WHERE `file` = 'com_phocadocumentation.xml'
      LIMIT 1
  87. SELECT `sefurl`, `Itemid`
      FROM `jos_sefurls`
      WHERE `origurl` = 'index.php?option=com_content&layout=form&view=article'

•Language Files Loaded•

•Untranslated Strings Diagnostic•

MYDETAILS	::LyftenBloggieBuildRoute()	[/home/goopedg1/public_html/components/com_sef/joomsef.php:215]
MYENTRIES	::LyftenBloggieBuildRoute()	[/home/goopedg1/public_html/components/com_sef/joomsef.php:215]

•Untranslated Strings Designer•


# /home/goopedg1/public_html/components/com_sef/joomsef.php

MYDETAILS=MYDETAILS
MYENTRIES=MYENTRIES