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Modding:Texture formatting: Difference between revisions

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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
|image=Modding_resources.webp
|image=Modding_resources.webp
}}Main page: [[Modding Resources]]
}}{{Modding box}}
This tutorial is from [https://www.nexusmods.com/users/14681269 atmosfur]
This tutorial is from [https://www.nexusmods.com/users/14681269 atmosfur]
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<br><br>
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'''The texture maps this guide covers are:'''<br>
'''The texture maps this guide covers are:'''<br>
*_BM (Basecolor Map)<br>
*_BM (Basecolor Map)<br>
*_NM (Normal Map)<br>
*_NM (Normal Map) [https://styly.cc/tips/maku-blender-normalmap-bake/ How to bake a normal map in Blender]<br>
*_MSK (Mask Map)<br>
*_MSK (Mask Map)<br>
*_PM (Physical Map)<br>
*_PM (Physical Map)<br>
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== Creating the DDS files ==
== Creating the DDS files ==
=== Simple Conversion ===
=== Simple Conversion with Paint.NET ===
If your textures have all their channels set up correctly already, you just need to export them with the correct DDS compression in the editing program of your choice. I'm using Paint.NET as an example.<br><br>
If your textures have all their channels set up correctly already, you just need to export them with the correct DDS compression in the editing program of your choice. I'm using Paint.NET as an example.<br><br>
'''Basecolor Map Settings:'''<br>
'''Basecolor Map Settings:'''<br>
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Choose BC1 (Linear,DTX1), make sure Generate Mip Maps is checked<br>
Choose BC1 (Linear,DTX1), make sure Generate Mip Maps is checked<br>
[[File:PMDTX.webp|frameless]]<br><br>
[[File:PMDTX.webp|frameless]]<br><br>
=== Manually Assign Channels ===
 
=== Manually Assign Channels with GIMP ===
If you've created your textures in a program other than Substance Painter, you might need to manually assign the correct channels to your maps. Your best choice for doing this is probably GIMP, and I tried to make this part of the guide as beginner friendly as possible if you've never used the program before.<br>
If you've created your textures in a program other than Substance Painter, you might need to manually assign the correct channels to your maps. Your best choice for doing this is probably GIMP, and I tried to make this part of the guide as beginner friendly as possible if you've never used the program before.<br>
I recommend working on one map type at a time if you're following along with this guide. Again, this uses a horns texture as an example, the way other textures are set up in the game might be different, and it does not touch on the way skin textures are set up.<br>
I recommend working on one map type at a time if you're following along with this guide. Again, this uses a horns texture as an example, the way other textures are set up in the game might be different, and it does not touch on the way skin textures are set up.<br>
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3. To correctly export your Mask map as a .dds file, make sure to select "BC5/ATI2 (3Dc)" for Compression, and "Generate mipmaps" for Mipmaps. Set the Filter under Mipmap Options to "Kaiser".<br>
3. To correctly export your Mask map as a .dds file, make sure to select "BC5/ATI2 (3Dc)" for Compression, and "Generate mipmaps" for Mipmaps. Set the Filter under Mipmap Options to "Kaiser".<br>
[[File:Msk54.webp|frameless]]<br><br>
[[File:Msk54.webp|frameless]]<br><br>
== Export Settings TL;DR ==
== Export Settings TL;DR ==
If you already know how to do all the channel editing and just need a quick reference on how these maps are set up and exported.<br><br>
If you already know how to do all the channel editing and just need a quick reference on how these maps are set up and exported.<br><br>
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* BC1 DTX1<br><br>
* BC1 DTX1<br><br>
<br>
<br>
'''Mask Map:'''<br>
* '''Mask Map:'''<br>
* These again depend on the type of mask you're creating. I'll be collecting as much info for different mask maps here as I find.  
* These again depend on the type of mask you're creating. I'll be collecting as much info for different mask maps here as I find.  
* BC5 Unsigned (Paint.NET) / BC5 ATI2 (GIMP) for Horn masks
* <nowiki>BC5 Unsigned (Paint.NET) / BC5 ATI2 (GIMP)</nowiki> for Horn masks
* BC7 RGBA 8bpp | Explicit alpha (Photoshop) / BC7 sRGB or BC7 Linear (Paint.NET) for Shared Scars MSK (thanks to [https://www.nexusmods.com/baldursgate3/users/47038262 aurebuen] for the info)
* <nowiki>BC7 RGBA 8bpp | Explicit alpha (Photoshop) / BC7 sRGB or BC7 Linear (Paint.NET) for Shared Scars MSK</nowiki> (thanks to [https://www.nexusmods.com/baldursgate3/users/47038262 aurebuen] for the info)
[[Category:Modding resources]]
 
== Icon/Atlas Export Settings ==
 
If using Paint.net and your icon atlas ends up invisible in game when using DXT1/DXT5 try using the below:
*First make sure your uuids are unique and are not clashing with another mod
* if that doesn't work use this format
[[File:Atlas Paintnet Export Settings.webp|Atlas Paintnet Export Settings.webp]]
 
[[Category:Modding guides]]
[[Category:Armor modding]]

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