What to do with the drawn picture ?
When you work with TTM you will to have to distinguish
between the raw texture and the finished texture.
What you draw and generate in the raw texture
window cannot mostly be used as a texture because it's not seamless.
You first have to let TTM work on it. This can
be done by pressing the make texture seamless button.
The finished and
ready-to-save texture is now available in the
finished texture window. If it's to big there to be useful as a
background you can have a look on the multitile preview window.
There you can scale the finished texture using a scroll bar. When you found
the right size for the texture press the save
scaled texture button and choose a filename.
The fastest way to a texture : WITCH
TTM has implemented a witch (related to a wizard)
which can do the work for you. You can find the WITCH button on the main
window. There you can also specify how many operations the witch should
do to the texture before it's ready.
The WITCH can use basic operations which
are the operations you can see on the main form. The scipt operations
are
combined functions. Their components are the
basic operations. You can also activate both.
Adjusting the finished texture
The finished texture is the texture as to be saved to disk. TTM has several algorithms to make a raw texture seamless. You can adjust and specify a algorithm.
completed blending : The standard SAB (shifting and blending) algorithm can be adjusted in its strength. A value of 0 means that there is no operation done and the finished texture will be exactly like the raw texture. If the value is 10 a complete blending will be done and the texture's edges will be seamless with warranty.
force contrast : A finished texture can be blurred. The force contrast function extends the SAB method and can give more contrast do the texture. There will be a edge shifting and sometimes you get some nice gothic effects on the finished texture.
relief render : Converts the finished texture into a embossed relief after rendering with the current drawing color.
layers only : If the raw texture does not fill the whole space and has some black places you can activate this trigger. The finished texture will not be run through the SAB algo.
interpol layers : This is a little modification of the layers-only method. Try it out.
post render : The post render engine will be run after rendering the finished texture. You can add some effects like chessboard or drops. Adjust the post rendering with the tile and number values.
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