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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.


[[File:GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.]]
== 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 ==

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