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NeoTextureEdit (http://neotextureedit.sourceforge.net/) is a free software (LGPL) Java tool to create procedural and seamless textures with a node based system. It's a bit weird too use, sometimes super slow, lacks documentation and the examples are not that good. This page tries to help a bit.

Program Explanation

You can move the node view with the middle mouse button and create new nodes with the right click menu.

Example Usage

This example is based on the cobblestone sample shipped with NTE, but iUrho matermproved:

NTE fix1
NTE fix2
Urho NTE
NTE mossy stone commented

Urho material file:

<material>
<technique name="Techniques/DiffNormalSpec.xml"/>
<texture name="Textures/mossy_stone_diff.jpg" unit="diffuse"/>
<texture name="Textures/mossy_stone_norm.jpg" unit="normal"/>
<texture name="Textures/mossy_stone_spec.jpg" unit="specular"/>
<parameter name="MatDiffColor" value="0.9 0.9 0.9 1"/>
<parameter name="MatSpecColor" value="1.5 1.5 1.5 250"/>
</material>

The shipped examples are often using the "FilterEmboss"-Node which is simulating light fall on the material, which seems to be similar to the "Bump Map"-filter in GIMP (Filters->Map->Bump Map). Such an effect is weird to use to create textures as a bump or normal map should be dynamically rendered in the game (if you use normal mapping) using the textures and should not be prerendered into the textures.

The "Blur"-node (the red one, I guess it's red because it's making the calculation super slow) is used to make the transition between the stone tiles and the gap between them softer. The normal map calculation gives really bad results without this blurring. You can also blur the calculated normal map image afterwards using other tools like Gimp. A slight blur with a radius of 1 or 2 is usually enough.

Texture Gallery

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