Game Development Reference
18. You have now finished the process for the top of the pallet. Go to File ¦ Save As and
find the words Select File Type . Click on the plus sign next to it.
19. You now have a list of file formats to choose from. Select GIMP XCF Image. It will
retain all your image data.
20. Click on Save .
When saving an image-based project, never save to the original file
format, so use Save As , and not Save . Use the GIMP XCF format, which
retains all parts of your image project, such as layers, masks, and paths.
We will come across these later in this topic. Other formats such as PNG
and JPG do not retain these elements..
What just happened?
You've created your first game texture, and a good one at that!
• You made sure the object was square and straight by using ruler guides.
• You used the guides as references while using the Crop Tool to change the image size.
• You resized to 1024 pixels wide. This is small enough to keep the file size down,
while being one of the recommended standard file sizes.
• You enhanced the image contrast by using the Auto White Balance filter.
• You enhanced image sharpness by using Unsharp Mask.
• You resized the image canvas to make it a square of 1024 x 1024 pixels and made
sure the image was posiioned at the top of the canvas.
All this won't take you two minutes per texture once you get into it. You've now learned the
most useful basic image manipulaion skills, and you've had a walk around GIMP to see that
it's really not as unfriendly as it might look.
You can access the texture you've got so far in the Download Pack,
What are pixels?
All digital images are made up of thousands of dots of color, arranged in a grid. A pixel is the
smallest part of that grid. So, a 1024-pixel wide image has 1024 dots in each row of dots. If
the image is also 1024 pixels high, it has 1024 of these rows, making a litle over 1 million
dots, or pixels.