I'm not sure what you mean. These are only textures and there's no ESP/L, so on their own they don't do anything. If you mean could you mix the various tiles up, then you'd need something like Photoshop or paint.net and edit them. The tiled textures are meant to mimic things like bathroom tiles and are one image (with the grouting separating them), as opposed to 16 individual images stitched together*.
As for hassle, a quick guide, using the "solid" textures for a mashup...
1 - Choose your size of tile (1024, 2048, or 4096). 2 - Decide how many tiles you want across, bearing in mind that how many tiles across will be the same for the height (4x4, 5x5, etc). 3 - Multiply that number by how many tiles you want. For an example, we'll assume that you want a 5x5 grid and you're using the 2048 sizes. 4 - Open your image editor and create a blank image with a size of 10240 x 10240 (5 x 2048). The background colour should be the colour of the grouting (the stuff between the tiles that helps them stick to the wall). 5 - Open the image you want and resize the tile to a few pixels below what you want it to be so you can see the grouting. We'll assume you want 16 pixels gap between the tiles, so you'd resize the tile to 2032. 6 - Copy & paste the image into the blank image at 8 (16/2) pixels in and 8 pixels from the top. Or... 6a - Copy & paste the image into the blank image at the full top left. 7 - Open the next tile and rinse and repeat so it's at the side of the first tile, and space it so it's 16 pixels away from the first tile. Rinse and repeat until the end of the row. 8 - If you've gone with option 6, then there should be 8 pixels left between the final tile and the edge of the image, with 6a there'll be 16 pixels to the edge. This will also be the same for the last row of the image in how many pixels should remain from the last row to the bottom edge of the image. 9 - Repeat steps 6 - 7, but making sure each tile has a gap 16 pixels between that and the image above it. 10 - Rinse and repeat until the image is complete. 11 - Resize to an image that is a multiple of 8 (256, 512, 1024....), so 1024 x 1024. 12 - Export to a DDS using BC1 (no alpha/transprency) and save.
What you should be left is a relatively passable image of a tiled wall. If you use option 6a be aware that the tiles will start at the very top and can look slightly jarring under some circumstances. A little tip would be to add some noise (around 5 - 10%) to the background layer, so you've got little specks in the grouting like you get in the real world.
If you want to pull them apart and stitch them altogether (so you've got a red and blue tile mix for example) or whatever, then feel free. If you want to release them on Nexus as your own packs or in a mod, then that's cool as long as they're not released as a paid mod or hidden behind a paywall and I get the credits for the base images that's cool (I'll even do crosslinks to your creations on this page if you let me know).
* - I use paid AI apps to create the textures, which allow X hours in time on the servers depending on subscription, and generating a load of individual textures would have eaten them, and taken up too much time stitching them together.
4 comments
If not, how much of a PITA would it be to make it possible?
As for hassle, a quick guide, using the "solid" textures for a mashup...
1 - Choose your size of tile (1024, 2048, or 4096).
2 - Decide how many tiles you want across, bearing in mind that how many tiles across will be the same for the height (4x4, 5x5, etc).
3 - Multiply that number by how many tiles you want. For an example, we'll assume that you want a 5x5 grid and you're using the 2048 sizes.
4 - Open your image editor and create a blank image with a size of 10240 x 10240 (5 x 2048). The background colour should be the colour of the grouting (the stuff between the tiles that helps them stick to the wall).
5 - Open the image you want and resize the tile to a few pixels below what you want it to be so you can see the grouting. We'll assume you want 16 pixels gap between the tiles, so you'd resize the tile to 2032.
6 - Copy & paste the image into the blank image at 8 (16/2) pixels in and 8 pixels from the top. Or...
6a - Copy & paste the image into the blank image at the full top left.
7 - Open the next tile and rinse and repeat so it's at the side of the first tile, and space it so it's 16 pixels away from the first tile. Rinse and repeat until the end of the row.
8 - If you've gone with option 6, then there should be 8 pixels left between the final tile and the edge of the image, with 6a there'll be 16 pixels to the edge. This will also be the same for the last row of the image in how many pixels should remain from the last row to the bottom edge of the image.
9 - Repeat steps 6 - 7, but making sure each tile has a gap 16 pixels between that and the image above it.
10 - Rinse and repeat until the image is complete.
11 - Resize to an image that is a multiple of 8 (256, 512, 1024....), so 1024 x 1024.
12 - Export to a DDS using BC1 (no alpha/transprency) and save.
What you should be left is a relatively passable image of a tiled wall. If you use option 6a be aware that the tiles will start at the very top and can look slightly jarring under some circumstances. A little tip would be to add some noise (around 5 - 10%) to the background layer, so you've got little specks in the grouting like you get in the real world.
If you want to pull them apart and stitch them altogether (so you've got a red and blue tile mix for example) or whatever, then feel free. If you want to release them on Nexus as your own packs or in a mod, then that's cool as long as they're not released as a paid mod or hidden behind a paywall and I get the credits for the base images that's cool (I'll even do crosslinks to your creations on this page if you let me know).
* - I use paid AI apps to create the textures, which allow X hours in time on the servers depending on subscription, and generating a load of individual textures would have eaten them, and taken up too much time stitching them together.