177x92 .tga and save it to a mods Textures folder or the game install directory Texture folder.
eg
C:\Program Files (x86)\Stardock Games\Sins of a Solar Empire - Trinity\Textures
You can also fool the game into thinking it has a .tga. I like making software do stuff it tells me it can't.
If you have a jpg like MyMap.jpg
rename it to MyMap.tga
place it in a Textures folder
I think it works with png but it's been a while since I tested. Also cant remember if it accepts spaces in the image name.
My Map.tga might bork
My_Map.tga with underscore is safe always but I do like Ironclad and use this method always
ThisIsMyNewFile.file
There is no extension in the map picture label which means it can accept tga or dds format. If the root directory has a MyMap.tga and you want to use a dds compressed picture like MyMap.dds in your mod dir, you will need to put the extension on the map picture link to tell the engine which one to load.
EDIT: People use Gimp for texturing models, like Thoumsin, I put a little info from Thoumsin on the texturing page for texturing models in Gimp.
soase.x90x.net?i=model/tools.html Gimp links here
soase.x90x.net?i=xsi/Texturing.html
Gimp Users by Thoumsin
- open your .dds in Gimp
- colors > components > decompose ... rgba and decompose to layers option
- on the new pic created, remove the eyes icon before each of the color channel, you can maybe activate the chain icon in front of each color channel if you fear change these channel by mistake... be sure that only the alpha channel is selected... make your edit work...
- colors > components > recompose ... change made on the second pic alpha layer will be transfer to the first pic alpha channel...
- save