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Modding:Creating Outfit Textures: Difference between revisions
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You can make a MSK file with Blender by assigning each mesh the correct colour via Materials and exporting this as a texture. | You can make a MSK file with Blender by assigning each mesh the correct colour via Materials and exporting this as a texture. | ||
== GM == | |||
Rarely an item may have a GM- a Glowmap, which controls its VFX. This is usually black, with white sections to let the glow through. | |||
== How to open a texture and extract its files == | == How to open a texture and extract its files == | ||
First, extract textures from files with multitool. | First, extract textures from files with multitool. | ||
[[File:GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.]] | |||
Open these files in GIMP. Uncheck load mipmaps as you don’t need them clogging up the work area, and you are going to create new ones when you re-save it. | Open these files in GIMP. Uncheck load mipmaps as you don’t need them clogging up the work area, and you are going to create new ones when you re-save it. | ||
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==== Reminder about exported textures ==== | ==== Reminder about exported textures ==== | ||
Textures do not export from virtual textures with mipmaps attached, which causes a static effect. Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones. | Textures do not export from virtual textures with mipmaps attached, which causes a static effect. Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones. | ||
[[File:GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose]] | [[File:GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose|231x231px]] | ||
=== Physical Map === | === Physical Map === | ||
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Select the green channel, and. This should cause it to flip | Select the green channel, and. This should cause it to flip | ||
[[File:BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.]] | [[File:BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.|234x234px]] | ||
Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots. | Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots. | ||
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You can overlay PBR materials on it now. | You can overlay PBR materials on it now. | ||
[[File:GIMVALUEINVERThowto.webp|thumb|How to invert the green channel]] | [[File:GIMVALUEINVERThowto.webp|thumb|How to invert the green channel|288x288px]] | ||
[[File:GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.]] | [[File:GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.|208x208px]] | ||
== File sizes == | == File sizes == |