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Modding:Creating Outfit Textures: Difference between revisions
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== GM == | == 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. | 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. | ||
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. | ||
=== Physical Map === | === Physical Map === | ||
Open the physicalmap first. Go to Colours>Components>Decompose>RGB | Open the physicalmap first. Go to Colours>Components>Decompose>RGB | ||
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== Remember your Mipmaps == | |||
You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps tend to have an odd ‘static’ to them, instead of a smooth clean appearance. | |||
''Textures do not export from virtual textures with mipmaps attached!'' Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones. | |||
It is recommended to use Kaiser filter mipmaps as they are sharper than default mipmaps, but any will work. | |||
== Tools == | == Tools == | ||
[https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 Druu Video Tutorial- contains a section on textures.] | [https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 Druu Video Tutorial- contains a section on textures.] |