Shadowman, там с палитрой таки есть проблем. Текстуры делаем, где хотим, но потом заливаем в определённый формат и цвета...ё...по-моему всё в том же шрайне объяснялось как это делать....таак:
1. Texture alignment on brushes that are not at 90 degree angles doesn't appear on the map the same as it looked in the editor. The view you see in the editor does not account for rotation on the Z-axis. You can purposely mis-align the texture or rotate it the same amount as the brush. Either way, it is a trial and error operation. Your best bet is to use textures that do not require horizontal alignment.
Dehumaniser's response: Texture alignment probs can be solved by using some editor like Qoole or Worldcraft, which have a bit better texture application mode and you get the visual results in the editor same as in the game, the only feature missing is "mirror" which can be always set through the scale control (-1 or any negative numer on x or z axis). The drawbacks are that Worldcraft has incomplete Heretic II face types/flags support, and Qoole sometimes screws up the whole map.
Creating custom textures for Heretic 2 is not too difficult. The tools required were given to you in the toolkit. The basic components you need are a good paint program (I use Paintshop Pro 5) to create the texture and Qdata.exe to convert it to Heretic 2 M8 format. In order to use Qdata.exe you will need Qdata.bat and script1.qdk. Scripta.qdk is where you specify the names of the textures you wish to convert and Qdata.bat executes Qdata.exe using that script file (or another you specify).
There are a few basic rules you must follow to create a texture. It must be a multiple of 4 in width and height, with a maximum size of 256 x 256. It must be 256 colors. It must be in PCX format. You can create the texture in any size, format and color depth you wish, as long as you save it in the required size, format and color depth before you try and convert it. Another point to remember is that the textures as they appear in the game tend to be more washed-out then they appear when you are creating them. Now, this may be due to my monitor settings in my paint program, but I generally use more saturation and contrast than would be normal to offset this.
There are two types of textures, single occurrence and continuous. Single occurrence textures are pretty simple. That's nothing more than sizing an image and saving it. I'm going to show you some tricks for making continuous textures. The steps for saving it and converting it are the same regardless of which type of texture it is. I don't usually draw textures from scratch. I look for pictures I can use. The picture has to be a straight-on shot. No angles, not much shadow. This really is the most important element in creating a texture. You can't create a realistic looking texture unless you start with a good source image.
One final item to consider is how well the subject matter will convert to 256 colors. If you pick a source image that has lots of subtle shading, you will lose this when you convert to 256 colors. This is particularly true with textures like ice and snow that have many colors you don't even notice until you convert it.
Это? или я тебя не правильно поняла?