Making and handling textures

What to do with the drawn picture ?

When you work with TTM you will have to distinguish between the raw texture and the finished texture. What you draw and generate in the raw texture window sometimes cannot be used as a texture because it's not seamless. You first have to let TTM work on it. This can be done by pressing the make texture seamless button. The finished and ready-to-save texture is now available in the finished texture window. If it's too big there to be useful as a background you can have a look on the multitile preview window by pressing the Previews button. There you can scale the finished texture using a scroll bar. When you found the right size for the texture press the Save to Disk button and choose a filename.

The fastest way to a texture : WITCH

TTM has implemented a witch (related to a wizard) which can do the work for you. You can find the WITCH button on the main window. There you can also specify how many operations the witch should do to the texture before it's ready.
The WITCH can use basic operations (draw, color, distortion) and scipted operations (look at the treeview). Press the
Configuration button to tell the Witch which operations should be done. You can select which scripted operation the Witch is using by checking the item.

Adjusting the finished texture

The finished texture is the texture as to be saved to disk. TTM has several algorithms to make a raw texture seamless. You can adjust and specify a algorithm.

none : Just let TTM copy the raw texture to the finished texture.

automatic : TTM can detect whether a raw texture is seamless and then will run a layers only method. If the raw texture isn't seamless yet a reflective edge operation will be done.

completed blending : The standard SAB (shifting and blending) algorithm can be adjusted in its strength. A value of 0 means that there is no operation done and the finished texture will be exactly like the raw texture. If the value is 10 a complete blending will be done and the texture's edges will be seamless with warranty.

reflective edges : This function makes only the borders of the texture seamless. Adjust the size of the border with the egde width value.

force contrast : A finished texture can be blurred. The force contrast function extends the SAB method and can give more contrast to the texture. There will be a edge shifting and sometimes you get some nice gothic effects on the finished texture.

layers only : If the raw texture does not fill the whole space and has some black places you can activate this trigger. The finished texture will not be run through the SAB algo. The witch mostly creates a seamless texture. Use this function if the texture is already seamless.

interpol layers : This is a little modification of the layers-only method. Try it out.

post render : The post render engine will be run after rendering the finished texture. You can add some effects like chessboard or drops. Adjust the post rendering with the tile and number values. For instance tile=4 and number=2 on the chessboard function makes a 4*4 chessboard where the texture is darkended on every 2th square.