Texture Tutorial
Required Software: Adobe Photoshop, Kai's Power
Tools KPT6, Eye Candy 4000
The topic of custom textures has always been popular
and in past golf titles it has been much easier to create
your own quality sets. However, TW2004 utilizes a complex
lighting system that can often make it very difficult
to get the desired results a designer is looking for.
As an example, you may have the graphics skills to create
beautiful looking grass textures in Photoshop or Paint
Shop Pro, which may look great in PGA2000 or Links 2003
but the rendering results in TW2004 can be quite disappointing
to say the least. I have spent a considerable amount
of time of late investigating the methods used by graphics
artists, mod makers and creators of other game titles,
which use similar rendering engines, to find out how
they were able to create such outstanding looking textures.
Fortunately my persistent effort has paid off IMHO.
I have been putting together this detailed tutorial
with accompanying screenshots to hopefully help the
entire designer community enhance the custom look of
their courses. Please follow the tutorial step by step
and feel free to contact us with any questions or suggestions
that you may have.
1) Create a new file with the parameters below.

2) Choose a suitable base green color for your texture
by clicking the foreground square in your toolbar, which
will bring up the color picker window. You can use the
RGB values below as a starting point.
.............
3) Next select edit, fill. Use the default settings
which should be foreground color, mode>normal and opacity>100%
to instantly apply your choice of color to the entire
image.
4) Now we will add the 1st filter effect by choosing
filter, Eye Candy 4000, HSB Noise. This effect will
create the subtle undertone variations in your texture.
Use the settings below for this tutorial but understand
that Lump Width/Height can be adjusted to increase/decrease
the size of patchy areas in your texture up to 100 pixels
for best results (Photoshop defaults to inches but I
prefer pixels. You can change this setting thru Edit,
Preferences, Units & Rulers by changing the Rulers to
Pixels). Make sure the Seamless Tile option is checked
to ensure the final texture is perfectly seamless, a
great option IMO. The filter also has 999 random seeds
or patterns that are auto generated by clicking on the
Random Seed button or manually entering the numeric
value. This is an excellent feature, which combined
with the lump settings, allows for a virtually unlimited
variety of seamless patterns that can be created in
a matter of seconds. Sweet!!

5) It's time to add a little grain to your image so
select filter, noise and then add noise. I used the
settings below for the purpose of this tutorial but
you may want to adjust the noise level depending upon
your preference. Note that this texture technique will
not be like the traditional method of increasing noise
for each texture type. Instead, the additional filters
will help you create thicker looking grass surfaces.

6) We will now create the granular scale of the texture
via image, adjustments, and levels. Select options and
then ok to use the default levels. YES, the texture
looks pretty damn hairy right now; downright ugly you're
probably thinking, lol! That will change very soon.

7) Ok, time to put some color back into your image.
Go to image, adjustments and finally variations. This
option will be very familiar to Micrografx Picture Publisher
users. You will now create your desired texture color
range by clicking on the different color tone adjustments
surround below your "current pick" in succession, as
displayed in the following image, until you have a satisfactory
look. For the tutorial I used the following selections
in order: more green, more green, more yellow, darker,
more blue, more yellow, darker. I used the default settings
but you can adjust the slider for impact of effect and
type. You can click back on the top left original texture
during this task at anytime if you want to start over
from the beginning. **This is NOT the final color of
your texture but more like the general color range you
are seeking and an easy way to visually get to the look
you want. We will fine-tune the colors at the end of
the tutorial. Move on soldier…

8) All right, you made it to the real beauty of this
texture tutorial, the KPT6 Equalizer~! The image below
displays the equalizer slider setting I used for the
starting green texture (-31, -62, -82, -81, -83, 0,
0, 0, +24). This setting tightens up the pixel displacement
tremendously yet still allows the HSB noise undertones
to faintly come through. Experiment with the slider
settings to get a feel for their use. The middle range
bands allow you to accentuate tuft like grass, while
the higher frequencies (lower number) have a dramatic
effect on the image pixels.

9) At this point your texture should have exactly the
right grain look you want but perhaps not quite the
perfect coloring or shade. Use Photoshop's hue/saturation
and the brightness/contrast tools under the image, adjustments
menu for the final color adjustments to your texture.
These are the values I used. *Take note of your settings,
write 'em down, as you will be modifying these for each
additional cut created.
.........
10) Ok, you now have a very nice looking green texture
so via file, save as let's save your image as a 24-bit
.tga file. To make it easier to navigate to your custom
textures in the Course Architect I like to name my image
files exactly as they will be named when you compile
them in the Library Creator. EX: Rat-Green.tga, Rat-Fairway.tga,
etc. This way your set will be grouped together in the
texture list. We can add mow lines to this texture and
others, which I will explain later in the tutorial,
after completing the entire set in the next steps. Onward~
11) There's nothing more distracting than a custom
texture set of mismatching color tones. You know, where
the green is a nice bluegrass color, the fringe is neon
green, rough is evergreen and so on. The following chart
can be used as a guideline to ensure your set looks
like it was freshly cut by your local country club's
greens keeper crew. Leave your newly saved green texture
open and via the edit menu step backwards 3 times until
you are back to your image as it looked before applying
the KPT6 Equalizer filter. Load up the Equalizer filter
and adjust your slider settings to match the fringe
settings below which will add a bit more depth to the
texture. Then apply the hue/saturation (HSL) and brightness/contrast
(BC) settings listed in the table below to complete
your new fringe texture. *Now save as Rat-Fringe.tga
(replace Rat with the name of your library). You'll
notice I listed values for the remaining textures needed
for a full course set. Please note that these values
should be used as a guideline only and you should modify
the equalizer settings to get the look you want. Of
course some designers like to implement several levels
of rough while others will only have a couple rough
textures plus a tee, green, fringe and fairway. You
will need to adjust your Equalizer settings based on
your specific texture needs. Fortunately KPT6 remembers
the last values you used for each filter so it is much
easier to apply each incremental adjustment. Basically
all you are doing is adding grain to your original texture
and then adjusting the brightness levels with each longer
cut of grass. Once again, experiment with this great
filter and you can produce a great variety of textures.
|
KPT6
|
256
|
128
|
64
|
32
|
16
|
8
|
4
|
2
|
1
|
|
H
|
S
|
L
|
|
B
|
C
|
|
B
|
|
GB
|
B
|
| Green |
-31
|
-62
|
-82
|
-81
|
-83
|
-100
|
-100
|
-100
|
24
|
|
-5
|
20
|
-7
|
|
-3
|
10
|
|
-3
|
|
N/A
|
N/A
|
| Fringe |
-31
|
-62
|
-82
|
-81
|
-83
|
-100
|
-80
|
-80
|
24
|
|
-5
|
20
|
-7
|
|
-10
|
10
|
|
0
|
|
N/A
|
N/A
|
| Fairway |
-31
|
-62
|
-82
|
-81
|
-83
|
-50
|
-45
|
-30
|
24
|
|
-5
|
20
|
-7
|
|
-14
|
10
|
|
-5
|
|
N/A
|
N/A
|
| Tee |
-31
|
-62
|
-82
|
-81
|
-83
|
-50
|
-45
|
-30
|
24
|
|
-5
|
20
|
-7
|
|
-14
|
10
|
|
-4
|
|
N/A
|
N/A
|
| 1st Cut |
-31
|
-62
|
-82
|
-81
|
-83
|
0
|
0
|
0
|
24
|
|
-5
|
20
|
-7
|
|
-25
|
10
|
|
0
|
|
30
|
-30
|
| Rough |
-31
|
-62
|
-82
|
-81
|
-83
|
31
|
31
|
31
|
24
|
|
-5
|
20
|
-7
|
|
-35
|
5
|
|
0
|
|
30
|
-30
|
| Dry Rough |
-31
|
-62
|
-82
|
-81
|
-31
|
31
|
31
|
31
|
24
|
|
-5
|
0
|
0
|
|
-10
|
10
|
|
0
|
|
30
|
0
|
Below are the adjustment settings I used for this texture
set. The 1st row represents the sequence for all textures
except the Dry Rough texture which was based on the
2nd row.
| Adjustments --> |
Green |
Green |
Yellow |
Darker |
Blue |
Yellow |
Darker |
| Dry Rough --> |
Yellow |
Darker |
Yellow |
|
|
|
|
12) You probably noticed by now that there are a few
more columns in the 1st table above that I haven't referenced
yet. The single B column refers to the
Brightness settings I used to add mowlines to secondary
Green, Fairway and Tee textures. This is easily done
by using the selection tool in Photoshop. Open up your
green texture, then click on the dotted square icon
in your vertical toolbar (top left). You will see several
options in the 2nd vertical toolbar at the top of your
screen. In the Style drop down menu select Fixed Size.
Then go to View in the top toolbar and make sure Snap
is checked. To create a nice crosscut green change your
Width (2nd toolbar at top) to 256 px and Height to 1024
px. Now click on your texture and you'll see a dotted
selection which is exactly 256x1024. Next click in the
middle of this dotted rectangle and drag it toward the
top left corner of your texture. It will auto-snap into
place when you get near the top left corner. Release
and then adjust the brightness of this selected area
to -3 (Image, Adjustments, Brightness/Contrast). Under
View make sure Rulers is checked and then move your
mouse and use the dotted line in the ruler (it will
scroll left/right based on your mouse movement) to select
the 2nd small measurement mark after 500. Your new selection
will automatically be positioned at 256 pixels from
your previous selection, perfect! Now once again adjust
the brightness of this newly selected area to -3. Now
change the selection Width to 1024 and the Height to
256. Do the same exact steps to add your horizontal
brightness adjustments to the texture. Once you are
done save the texture as Rat-GreenX to represent your
crosscut green texture. You can then do the same to
your tee texture. For fairways you'll want to use 512x1024/1024x512
brightness adjustments for your mowlines. You can also
do a vertical or horizontal only mowline if desired.
13) Last but not least we have come to the grass blade
section of this tutorial. The lastest version of the
Library Creator lets you assign 3D grass blades to your
custom textures just like the ones seen in some of the
stock rough and weedrough textures. For green colored
blades you want to create a blade texture that is close
to the darkest color in your grass texture. To do this
in Photoshop, open up your grass texture (I only use
3D grass for my 1st Cut, Rough and Dry Rough textures)
and then under the Filter menu choose Gaussian Blur
from the Blur options. Now adjust the slider to 30 (the
last two columns in the large table above denote GB
Gaussian Blur and B Brightness settings
used for a blade texture). Next adjust the Brightness
to -30 and finally save the texture as EX: Rat-Rough
Blade.tga. The only blade texture I don't darken is
the Dry Rough but this is all subjective to the look
you want. Now that you have all your terrain and blade
textures created go ahead and open the LC and create
a new library. I have tested many different combinations
in the LC and have found the following to provide the
best overall look to performance ratio. First add all
your terrain textures and then set their correct coefficients
by double clicking on each one which will display the
edit menu. **VERY IMPORTANT - A common mistake found
on some courses where the designer has used custom textures
is that some of the textures have not been made dropable.
You should make every texture dropable with the exception
of your green texture. This will prevent a player from
having to replay a shot from their last position instead
of being able to drop if they have hit a shot into a
hazard. Now add your blade textures to the Grass Effect
Textures tab and take note of the position for each
one represented by a red number in the thumbnail. Next
go back to your rough terrain texture and click on the
Grass Props button in the edit menu. The values will
be 0 for all properties. I use the Tall Weeds Template
for my Rough/Dry Rough textures and the Standard Rough
Template for my 1st Cut texture first (then I edit the
settings as noted in the table below). At the top right
of the grass props window you need to make sure you
select the corresponding grass blade texture by it's
position as mentioned earlier. Now complete the properties
using the following values. Save your library 1st as
a temporary file and then choose Create Library from
the file menu. Your new texture set is now ready for
use in the Course Architect.
| |
Template
|
Blade Height
|
Blade Width
|
Blades per Sq Ft
|
Size Grass Patch
|
Polys per Blade
|
|
1st Cut
|
Rough
|
2
|
0.5
|
200
|
13
|
3
|
|
Rough
|
Weeds
|
5
|
0.5
|
50
|
70
|
4
|
|
Dry Rough
|
Weeds
|
18
|
0.7
|
25
|
70
|
5
|
I hope this tutorial has been helpful and I look forward
to seeing some sweet new texture sets in the near future.
Good luck and most of all have fun designing!!
~Desert Rat
|