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Old 20-01-25, 17:10   #1
Nicklander
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Default Create custom TGA texture sets in Tomb Editor

Hello, old builder here

I was wondering what's currently considered the preferred workflow for tga creation / creating custom texturesets? Do people still use the old TBuilder tool nowadays? Or does everyone just grid the tga themselves in Photoshop? I much prefer using a tool for that than having to align stuff manually.

What's the recommended size builders use for their projects? Is it overkill to go 256x256 for everything? Are there texture limitations in Tomb Engine that I should be aware of? Are there any additional things that I should keep in mind when creating my textures (new features? ways for textures to look more 3D? possibilities to optimize?)

Also: Are there plans to include a simple & quick textureset builder in Tomb Editor as a TBuilder replacement? Imo could be great to further reduce the entry barrier for new builders & make the Tomb Editor Suite more complete eliminating the need to use deprecated external tools.

Last edited by Nicklander; 20-01-25 at 17:22.
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Old 04-02-25, 11:24   #2
RedWolfDoctor
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My own method is to use Photoshop and tile the textures into a TGA that can be used in Tomb Editor. It's great for modifying/creating/compiling 256 tiles into palettes.

A tool tip I can recommend is save your palette as PNG if you want it to have transparency in certain tiles (i.e fences or windows).

I'm still knew to many of the level making process but this is just my 10 cents on the issue.
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Old 04-02-25, 11:37   #3
LoreRaider
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^you can also save it as a .psd file and load that into Tomb Editor, that way whenever you make a change, it will also apply to the editor on the fly without the need to change to .png format all the time, useful if you work with layers
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Old 04-02-25, 11:39   #4
FreakRaider
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Quote:
Originally Posted by LoreRaider View Post
^you can also save it as a .psd file and load that into Tomb Editor, that way whenever you make a change, it will also apply to the editor on the fly without the need to change to .png format all the time, useful if you work with layers
yes that feature is incredibly practical and time saving
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Old 04-02-25, 11:55   #5
PedroTheGamer
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Quote:
Originally Posted by LoreRaider View Post
^you can also save it as a .psd file and load that into Tomb Editor, that way whenever you make a change, it will also apply to the editor on the fly without the need to change to .png format all the time, useful if you work with layers
i didnt known TE can read .psd files
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