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Custom Crosshairs: UnrealEd
Now for the fun(*cough*BS*cough*) part; Creating your crosshair pack in UEd
To start off, open UnrealEd then select the Texture Browser(it should be in front even on a fresh 2k4 install)
If it isn't, look near the top close to the Menu bar, you'll see an icon that looks like a painting, click it
Now that you have it in front of you, select File, then Import.
You will see a pop-up dialog box where you select the file to import.
Navigate to the folder containing the TGA you created, select it and click Open.
Now you will get another dialog box where you can enter some settings for your soon-to-be texture.
First options to look at are Package field, Group field and (texture)Name field.
For this tut, we'll place XHairDemo in the Package field(what your UTX will be called),
leave Group empty for now(Group is a sub-section of the package),
and ImageName in the Name field.
LOD isn't needed for xhairs, so leave it at 0.
Now, there's still a few options that have to be addressed
At the bottom of the box, there's some checkbox options. They are Masked, Alpha, Generate MipMaps and Detail Hack?
Alpha means that UEd will use the Alpha Mask saved in the image.
Masked Is similar to Alpha except Masked makes for a more fixed transparency than gradual. You don't need to check it.
Generate MipMaps creates consecutively smaller scaled images(down to 4x4) that appear as the texture is viewed from farther away.
Detail Hack Similar to Generate MipMaps, but greyscale. You don't need to check this anyway, so leave it.
For now, Alpha is the only one you need to have checked, so check that one, uncheck Generate MipMaps and click OK
Now, assuming you've followed this tutorial correctly, UEd should pop back to the Texture Browser looking like the pic below.
If the texture has a black background, you forget to check Alpha. Simply re-import and make sure Alpha is checked.
If it still has the black background, go back to the first page and re-do the Mask for your image
If it's still messed up after all that, you're on your own, I'm out of ideas.
If the crosshair texture appears small, you can go to View and change what size it is displayed(200% 100% 50% or 25%)
There are also a few other things you can adjust now that the image has been imported
Right-click on the image itself and a box will appear with options.
Properties brings up image properties where you can change many aspects.
There isn't anything in there you need to mess with now, so we'll skip it.
Duplicate, Remove from Level, Detail Hack you don't need to worry about.
Rename does exactly that, allows you to rename the texture. Same with Delete
Compress deals with DXT compression. To be honest, I don't know jack about it. But DXT 1 seems to give the highest compression and the cost of quality loss(not much, but noticeable)
You can use it if you want, but I don't. Either way, it's up to you
All that's left now is to save your UTX.
Just click File -> Save. The usual dialog box will appear where you can rename your UTX if you wish, but you don't need to, so save it.
Next up is Coding
Next Page: Coding and UCC Prep
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