How to change textures. How to create your own textures. Higher resolution textures

In this article I will show you how to change textures in the game using the TXD Workshop program.
So, first, download this program: TXD Workshop.
Now let's launch. From the actions we can open IMG and open TXD.
IMG is a file with many textures and models inside. In GTA SA, the main IMG is GTa3.img, located in the MODELS folder.
And TXD is a file with only textures, of which there may also be a lot. For example, this is Particle.txd, also located in Models. It contains the textures of all the effects in the game.

Let's change some building.
To do this, click on the Open IMG button and select the GTA3.img file in the models folder.
A lot of files appear in the TXD Workshop window.

Files with a white icon are models, files with a drawing icon are textures.
The main problem is that it is quite difficult to find this or that texture, everything is mixed up here.
All in all, top part- this is San Fierro, in the middle is Las Venturas, below is Los Santos. In between there are textures of cars, trees, people, objects, etc.

Let's change the hospital just off Grove Street.
Find this texture:

On the right side are textures. Windows, doors, asphalt, etc.
For example, let's change the grass:

First you need to find the texture of the grass. You can simply type grass into Google and click on the pictures:

Or find a website with textures, for example, http://www.cgtextures.com/.
In general, find any picture.
Now that you have downloaded it, you need it to be in PNG format. Open it in Paint and save it in PNG format. (Save As button).
Now in TXD Workshop, click on the Import button above the picture and select the desired picture. Oh, by the way, you don’t need to upload an image larger than 2048 by 2048, otherwise there may be a crash that cannot be fixed. So, we loaded it. Click Save TXD. That’s it, you can enter the game without turning off the program.

Let's go in and go to the hospital. The lawn there had to change. If everything worked out, then great, if not, then repeat it again.
That's all! Go for it! For example, change the posters, make new advertising on them for starters. And then make more complex fashions.

In order to edit textures, you will need an image editor that supports transparency (paint will not work) and at least basic knowledge of using this program. The most popular is photoshop, there is also gimp and many other programs.

If you already have a suitable program, then you need to take some texture as a basis. If you want to do everything from scratch, then you can take standard textures: (downloads: 2278)

You unpack the archive and get a folder with subfolders and pictures. Then you just need to find the corresponding picture and edit it.

Let's look at the folder structure and what you can find there:

terrain.png Most important file- block textures. Lies at the root
pack.png The icon of your texture pack, which will appear in the list of texture packs in the game.
pack.txt The signature of your texture pack, which will appear in the list of texture packs in the game.
ctm.png File for combining blocks. For example, if you place 2 chests next to each other, you will get a double chest. Or glass connections.
particles.png Particle textures. Lights, potion effects and other little things that fly in the air.
achievement Folder with textures for the interface and achievement icons.
armor Folder with armor textures (chain - chain mail, cloth - leather, diamond - diamond, gold - gold, iron - iron). There is also a file witherarmor.png related to the Wither mob and power.png - the texture of the effect when lightning strikes you or the mob.
art The folder contains 1 file with painting textures.
environment Folder with textures of clouds, rain, snow and lighting.
gui Folder with game interface textures, as well as item textures in items.png.
item A few special items such as arrows, trolleys, doors, chests. There is also a texture for experience balls (xporb.png).
misc A folder of different textures: color schemes, day and night cycles, lighting, water texture.
mob Mob textures folder.
terrain Moon and sun.
title Logo and background in the menu.

Don't be afraid to experiment!

And don't be afraid to use transparency. This is the only way to learn all the subtleties, the only way to learn how to make unique textures. Explore other people's creations that you like and don't be afraid to experiment yourself!

For example, paintings can be made shaped using transparency. You are not limited to a square frame:



Or zombies, like player textures, have a slot for a “hat”, knowing this you can create interesting textures, for example, the following zombie texture was made:

But in reality it looks like this:

Higher resolution textures

To create textures of higher resolutions, you need to either take textures of the desired resolution as a basis or manually stretch standard textures to the desired resolution (for resolution 32 stretch 2 times, for 64 4 times, etc.). No further special actions are needed.

You should stretch without using anti-aliasing, otherwise the resulting textures will be blurry (if you are going to redo everything, then this is not particularly important), for example, in Photoshop, when resizing, you need to select interpolation “By adjacent pixels”:

For Gimp you need to select the interpolation quality as “None”:

Then the appearance of unchanged blocks will remain standard.

Random monsters

It can be done so that mobs can have different models. Not 100 identical zombies, but a motley crowd. For example, let's make random textures for zombies. To do this, draw as many zombie textures as we can and save them as “zombie.png”, “zombie2.png”, “zombie3.png” and so on. As a result, we get random textures for zombies. This can be done with any mobs.

Instructions

Take a ready-made texture pack to edit exactly that. There are at least two options for you as to which pack can be taken as a basis - one available in the Minecraft directory or created by another player. Don't worry that to work with a graphic editor you will need any in-depth design knowledge and extensive practical experience. In reality, it will be enough that you have an idea of ​​the main functions and tools of such a program.

Save the archive with the finished texture pack to any place on your computer where it will be convenient for you to work with it. Unpack its contents with an archiver to gain access to the documents with textures. Go there and you will see many files and folders. Start with terrain.png - it contains the block textures. First, set the resolution according to your idea of ​​how uniform the image in the game should be, and also based on the power of your computer (if you choose, for example, 256x256, be prepared for the fact that the game may lag if there is not enough random access memory).

When opportunities graphic editor allow this, it's better to separate the changes you make to a specific texture into a separate layer. This will make it easier for you to remove it if the conversion fails. In the editing itself, show all your wildest imagination. Play with transparency and different shades of colors. Make textures smoother and smoother by working on them with the appropriate tools (for example, a brush). Adjust the size of the latter to achieve the desired effect at a particular moment.

Make changes in other files and folders as well. Remember: mob is responsible for the textures of mobs, environment - precipitation and clouds, gui - interface (here, by the way, there is an items.png file that defines appearance things when they are located in your inventory), armor - armor, terrain - day and night luminaries, item - various objects (like signs, boats, etc.), document kz.png in art - paintings, misc - everything else . By turning to the first of the above folders, you will be able to transform beyond recognition those creatures that you come across during the gameplay. In addition, you can set several different texture options for them, so that even mobs of the same type are slightly different in appearance.

Do not rename or move edited files. This will help your texture pack display correctly. When you're done working on your texture pack, go into the pack.txt and pack.png files to name it and give it some distinctive characters (like the appearance of the cover). When you complete all the transformations, archive the folder (so that it differs from the original only in content). Save the finished archive in texturepacks in the Minecraft directory. Go to the game menu and select your pack as the main one.