Author Topic: Audiosurf Texture Modifying Guide.  (Read 21152 times)

Rynex

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Audiosurf Texture Modifying Guide.
« on: March 29, 2008, 05:37:26 am »
This guide is directed as a simple "How To" on modifying textures in AudioSurf. The contents of the guide will hopefully be simple enough for all to understand. The process is fairly simple and you can use any software to create your graphics.

Prepare
You won't actually need much in terms of software. You could go as far as use Paint to make your graphics.
You will however need at least IrfanView, which is a very light file viewing program (and is incredibly decent in general)
If you have some knowledge on how to set an image file into grayscale mode (and I don't just mean desaturating the picture either... I mean RGB/CMYK/Grayscale

Here's an example from Photoshop


Texture Creation Rules

So you want to design a tunnel that works perfectly on the track? You want graphical effects that actually look right instead of being oversized? Not a problem if you stick to some rules.

The main things you have to remember is the fact that dimensions and size of your work don't really matter too much, but they must be square and must consider the user.

Here's a list of the textures and what they all mean exactly (in case you missed Dylan's post in the other thread)

hit1.png: flash when a block passes your car - white background
hit2.jpg: flash when a block passes your car - black background
particles1.png: white background fireworks
particles2.jpg: black background fireworks
particles3.jpg: mono fireworks
ring1A.png: 128x128 white background tunnels (normal)
ring1B.png: 256x256 white background tunnels (enhanced/premium)
ring2A.jpg: 128x128 black background tunnels (normal)
ring2B.jpg: 256x256 black background tunnels (enhanced/premium)


Tunnels

Using this guide as a template, you can build your tunnels around it. Build your tunnel around this grid, but don't stick to it, as originality doesn't come from sticking to the same routine.

In your graphics program, you should be able to set this as the bottom layer, while working on your tunnel graphic with some transparancy

I have the tunnel transparancy set to 65%, which lets you see things correctly. If you already have Photoshop (or anything that can read a Photoshop file with its layers intact), you can use this file to help aid you.

http://icarius.pwp.blueyonder.co.uk/texture/template.psd

Particles
Particles are easier. since they are just 4 graphics at half the dimensions of the actual image. So, for a 128x128 image, you are working at 64x64 for each graphic.

Here's a template graphic

And here's a photoshop file
http://icarius.pwp.blueyonder.co.uk/texture/parttemplate.psd

PNG, JPG and Saving
If you're a considerate designer, unlike myself who just pushed his designs specfically for Black and Gray, you will want to have your files in both PNG and JPG so everyone can use them.

Copy your wonderful new design (make sure it is flattened, ready and with no lines all over them from possible template designs) and paste them in Irfan View.

Now that you are in Irfan View. All you need to do is save your work.

MAKE SURE, FOR THE LOVE OF GOD YOU BACK UP THE ORIGINALS
Make a new folder, copy and paste them all into that folder and you're set.

File > Save.

Make sure you have the following setup.

For JPGs


For PNGs


All being well, you should be able to go into Audiosurf and your new glorious textures will be in game and ready.



« Last Edit: March 31, 2008, 01:17:11 pm by iccy »

PostalWorker

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Re: Audiosurf Texture Modifying Guide.
« Reply #1 on: March 29, 2008, 06:04:50 am »
Great post, and I used the built-in sticky grid to make my lines...also:

"Build your tunnel around this grid, but don't stick to it, as originally doesn't come from sticking to the same routine."

[0_x]

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Re: Audiosurf Texture Modifying Guide.
« Reply #2 on: March 29, 2008, 06:26:29 am »
I didn't do any of this, I just splurged my thoughts into graphics and used my spatial awareness skills for the boundaries of various parts  ;D

Good job on the guide though, great for making it easier for people.

EDIT: "Build your tunnel around this grid, but don't stick to it, as originally doesn't come from sticking to the same routine." <- surely you meant originality  ;)

Rynex

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Re: Audiosurf Texture Modifying Guide.
« Reply #3 on: March 29, 2008, 11:04:29 am »
I did. D:

Glad you guys like it, and holy crap this was stickied fast :D

EDIT: Oh wait, I'm a moderator now? That's a nice thing to wake up to after a nap :D
« Last Edit: March 29, 2008, 11:06:29 am by iccy »

kEn_sct

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Re: Audiosurf Texture Modifying Guide.
« Reply #4 on: March 29, 2008, 11:49:55 am »
MAKE SURE, FOR THE LOVE OF GOD YOU BACK UP THE ORIGINALS

Actually it doesn't matter to much as steam will auto re-download the folder if u delete it completely.

Nice guide btw even my mother could understand that lol

Rynex

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Re: Audiosurf Texture Modifying Guide.
« Reply #5 on: March 29, 2008, 12:06:32 pm »
I kind of thought that steam would be able to replace the files (yay steam), but I still throw it in to stop people complaining about how they just owned themselves.

Laserrobotics

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Re: Audiosurf Texture Modifying Guide.
« Reply #6 on: March 29, 2008, 12:10:06 pm »
« Last Edit: March 29, 2008, 12:53:32 pm by laserrobotics »
Note to self:  1/24/12 Awawayabeft

Rynex

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Re: Audiosurf Texture Modifying Guide.
« Reply #7 on: March 29, 2008, 12:46:45 pm »
Yeah, I would of said something in my FAQ, but it felt kind of redundant to mention it since has its own sticky. :D

Laserrobotics

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Re: Audiosurf Texture Modifying Guide.
« Reply #8 on: March 29, 2008, 12:52:42 pm »
you wouldn't believe how some people could be
Note to self:  1/24/12 Awawayabeft

Eli Cash

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Re: Audiosurf Texture Modifying Guide.
« Reply #9 on: March 29, 2008, 03:12:00 pm »
Very helpful -
- Thank you greatly -

Klasmus

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Re: Audiosurf Texture Modifying Guide.
« Reply #10 on: March 29, 2008, 04:32:41 pm »
Wow nice.

xairu

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Re: Audiosurf Texture Modifying Guide.
« Reply #11 on: March 30, 2008, 02:09:42 pm »
Quick fix..

Shouldn't the tunnel template be 256x256? Right now, it is 258x258 and I think that'll make your textures end up being a little downsampled.. Could be wrong though. =)


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Rynex

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Re: Audiosurf Texture Modifying Guide.
« Reply #12 on: March 30, 2008, 02:23:52 pm »
Ah, my bad... but. It doesn't matter because it doesn't desample. You can have ridiculously huge dimensions, and it doesn't downsample, it just resizes with what it has.

BigYeti

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Re: Audiosurf Texture Modifying Guide.
« Reply #13 on: March 31, 2008, 12:31:44 pm »
The link for your particles template is broken.  The guide is sweet though.
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Re: Audiosurf Texture Modifying Guide.
« Reply #14 on: March 31, 2008, 01:12:36 pm »
I'm new to this forum, so hello everybody. :)
I've been trying changing textures, but somehow it doesn't work. I always get the default effects, and even if I take out the whole folder, I still get default effects. As if the program somehow overwrites them by means of an external source.

I hope you can help me with this problem, thanks a lot. :)