Wiki Revision Page "Creating Custom Textures"
Revision 1:
---+ Creating Custom Textures
---++ Creating Custom Textures Guide
---+++ Sizing
All textures must be powers of 2 and at least 8 pixels in width and height. That means 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, etc. They don't have to be square, so long as each dimension is a power of 2, so you can have things like 32x64, 8x128, etc.
---+++ High-res Textures
If you're going to create a new texture, it's best to create a high-res version first. Paintball2 allows for high-res textures that are 4x's the resolution in each dimension. If you make a crate-sized texture, for example, that's 64x64, the high-res version would be 256x256. The high-res textures are placed in a hr4 subdirectory of wherever the main texture is and will load automatically if high-res textures are enabled. For example, if you have your texture in pball/textures/mymap/mytex.jpg the high-res version would go in pball/textures/mymap/hr4/mytex.jpg.
---+++ Converting to .wal
Most Quake 2 editors do not support jpeg textures and .wal files must be used instead. To convert these files, you need to grab a program called [[http://www.telefragged.com/wally/][wally]]. You will also need the [[http://dpball.com/files/mapmaking/paintball2_g2.4.pal][Paintball2 palette]] for the colors to work properly. Note that you will not need to distribute the .wal files with your map. You only need them for some editors. Make sure you use the low-res texture for the wal, not the hr4 texture.
---+++ Use with BSP
To use your .wal file with bsp, copy it over to C:\bsp\quake2\pball\textures\yourmap, start up BSP, press "L" to load the textures, and the "yourmap" directory should show up in the drop-down list. Replace "yourmap" with whatever you want to use for the subdirectory name and adjust the path according to your BSP install, obviously.
---+++ Some Notes and Warnings
Texture paths are limited to 32 characters, so keep filenames short, otherwise there may be problems loading them with your map.