| Author | Topic: Texturing for Dummies...and not-so-Dummies (Read 3,447 times) |
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|  | Texturing for Dummies...and not-so-Dummies « Thread Started on Feb 13, 2005, 8:12pm » | |
Alright, first off, let's all make sure we're on the same page here; you'll need:
Your second CD that came with Morrowind A graphics program (Photoshop or PaintShop Pro) NifTexture
Also, pictures are supplied, but linked to for the sake of our 56k readers.
Lets say we want to edit the Silver Dagger in Morrowind.
Starting off Now, we both know that the files for the dagger can be found on the second CD of Morrowind.
However, how do we find them? That's a lot of files to look through!
So lets do this: Open the Construction Set (you did install it when you installed Morrowind, right? If not, pop in the play CD and browse around until you find the installer!).
Go to the file menu and select Data Files.
Put a check mark next to Morrowind.ESM (should be at top of the list) by clicking twice on the box. Click OK.
Now be patient as the editor loads up the files. (go make some coffee or grab a snack)
Once everything is loaded up, look at your Object Window (the one that reminds you of Microsoft Excel, but it has tons of tabs at the top). Click on the 'Weapon' Tab.
Scroll down until you find the Silver Dagger. Doucle click on its name and a menu should come up. See the picture in the upper right corner? The red box is the NIF and the blue one is the icon.
Take note what these say: Mesh: w\W_silver_dagger.nif Icon: w\Tx_silver_dagger.tga
These tell us where they're located in the second CD! Much easier than sorting through all that stuff, no?
Finding the Right Files Next, close the editor and head over to you second CD. Find the Data Files folder, go inside. Next go into the meshes folder. Now, remember how it said w\W_silver_dagger.nif?
Well, we're looking for the W_silver_dagger.nif in the w folder (w stands for weapons...in case you hadn't figured that out already ).
Copy that mesh to your desktop (right click on it and drag it to desktop and choose 'copy here'). Now, open it with NIFtexture.
Ok, see those three .bmps listed there?
Those are the names of the textures we're looking for! Now, head back to your second CD, but now go into Data Files -> Textures and fish out those three files. If you open them with your graphics program of choice, you will notice that each one contains a certain part of the dagger.
The texture Make you modifications of choice (I'm just going to show you what piece of the dagger each texture represents): TX_W_silver_blade = green TX_W_silver_blade1 = red TX_W_silver_handle = blue
Make sure when you're done to save each one under a different name (for example, for me, I put B1_silver_blade to distinguish it from other people's textures and so that it does not replace that original silver crossbow's texture ingame!); save each one as bitmap for now.
I'll talk more about different file types later. Save them to your desktop too!
The mesh Now, we have our textures, but we need to apply them to the mesh. Go back to NIFtexture and open the silver crossbow, click on TX_W_silver_blade and the select 'browse from the bottom corner. Now, find your file (it should be on your desktop, so select desktop and then double click on your file. Now the name TX_W_silver_blade should be replaced with (in my case) B1_silver_blade (yours should be different, at least if you release the mod, please change it). Now, repeat the steps for the other two bmps listed.
Next go to File and Save as. Choose a different name, in my case B1_silver_dagger.
Now you have you .nif!
Alright, let's take a look at our work. Find the Data Files directory on your computer (where you installed Morrowind, NOT on the CD where you got the files! XD) and move your three bmps into the Textures folder and the .nif into the meshes folder.
Now, open up the construction set, but don't load anything, we're just taking a quick peek.
Right click in the Object Window again (under the default tab that comes up activator, that's ok for now!) and click on the add art file. Browse until you get to your Morrowind directory, then look in the meshes folder until you find your mesh. Open that and then select Ok. You should have a new entry in that list. Drag that entry into the Render Window (big blank grey thing). See that? That's YOUR dagger! 
The icon What's this you say, now we need an icon? Well, everyone has their trick to doing this, but here's mine. Position your weapon in the preview window as you want the icon to look. Hit the "Prnt Scrn" button on your keyboard (usually above your insert key). Now don't copy anything (ctrl+c or the like).
Go back to photoshop and create a new workspace (ctrl + n and make SURE you select the background as being transparent toehrwise you'll have some 'issues') and paste your screen (ctrl + v). Now, crop the image so just your dagger is showing (try to make the crop 'squarish'). Next, use the magic wand tool to take out the background (yeah, I know, sometimes it's kinda hard to do when the background is the same color as you item). You can always zoom in with the eraser and 'prune' about too. There are also various tips and trick for both Photoshop and Paintshop, but I don't have Paintshop so my advice won't work all the time. And even the best of us have to zoom and prune at times.
Anyway, when you're done with that, resize the image to 32 x 32 (to avoid distortion, it is best if you'd gotten you image as squarish as possible through cropping and gotten rid of excess background around it). This may take you a couple of tries until you get it how you like it, you could also take just a portion of the weapon and resize it so that you get a more detailed icon, but don't see the entire shape (Bethsoft does this alot with their icons).
Anyway, go to file and save as, but DON'T choose BMP this time. Since we want just the icon and not the other white stuff around it, we shall select either dds or tga (note that dds needs a plugin). So for simplicity's sake, choose tga.
Alright, take this file and put it in your Icons (like your mesh went into your meshes).
And don't forget the unique name.
Putting it into the game Alright, now fire up the Construction Set and load the Morrowind Data File again. In the object window, click on the Weapons tab, then right click anywhere inside and select new.
Under Add Art File, load up your Nif from the Meshes and under inventory image load up you icon (we saved it as a tga, but it won't show up becase by deafult it looks for .dds; so, see that little thing at the bottom that says files of type? click on it and select tga).
Once you've added those two files, fill out all the other stats (pretty self explanatory, just make sure your id is unique so that you don't get an error for using one already used by the game; to be on the safe side, some modders put their intitials first, so I would go B1_silver_dagger).
When done with the stats, you could load up the Seyda Neen cell and drag it into the game world. You're up high in the sky you say? ...well, you can hold the V key to zoom in on stuff, you can rotate with Shift (and if you select and object and then hold shift, you rotate around it!), hold spacebar and move mouse to pan. Drag your dagger near the ground and save the plugin something creative! (my new dagger? ...the punisher? ...Bravo 1 shut up now?).
Now, launch Morrowind, click on Datafiles, find you plugin and put an x next to it to enable it. Hit the play button and go to Seyda Neen to find your dagger!
Nifty eh?
Now what's all this huff about bmp, dds, and tga?
Well, let's put it this way:
Bmp is the most common form of texture; it also happens to take up quite a bit of space and does not support transparencies (which is why Morrowind won't let you make your icon bmp).
Dds is a pretty compressed alternative, the only problem being that the more you edit a dds, the more quality loss (so always resave a dds as bmp when you open it and want to mess with it; when done, THEN you can resave as dds). Dds also supports mip maps (changes the texture size depending on players distance from said object, really good for faces so that major distortion is avoided when looking that said face from afar). It also supports various types of transperancies.
Tga supports transperancies, but there is only one type, so no cusomization there . It also happens to take up a fair amount of space, but the quality is good and I believe you can freely resave when editing them, unlike with dds.
I don't know everything certainly, so don't quote me If you want all the technical stuff about them, google is your friend.
I hope you find this tutorial useful.
Anyway, thanks to the forums for not cutting me off with character limits. (for once!) Thanks to Happyhannah for unwittingly prompting the making of this tut. Thanks to the maker of NIF texture, may you walk on warm sands...always! Thanks to Bethsoft for the game. 
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Calislahn Master
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #1 on Feb 14, 2005, 3:39am » | |
Nice tut bravo ![[image] [image]](http://members.lycos.co.uk/perceptualmotion/icons/standard/thumbsup.gif)
For the benefit of psp users i will explain how to to do transparent icons.
Icon
To elaborate on what Bravo wrote, do the first stage the same to get your screenshot of the object. Depending on the objects colour you can sometimes use the fog of war button in the cs to give you a black background for your icon. Obviously isn't as succesful with dark colured objects as it makes the magic wand part more difficult.
Next got to psp and paste as a new image.
Under selction tool choose square and make a selection of your dagger, hitting ctrl-c then ctrl-v will paste your selection to a new image.
Now use the magic wand to select the grey or black area of your image, you can try adjusting the tolerance to make it take a better selection, the lower the number the nearer the pixel shade has to match for it to be included in the selected area, then how i normally do it is if the background is grey is to flood fill my selection with black.
Next go to the selection menu and choose invert, it will now select the object, if it is a dark object it's a good idea while it is selected to increase the brightness a little this will make it easier to see against the dark background of the inventory screen ingame.
Next also in the selection menu go to load/save selection here you will see choices to load a selection from the disk or from an alpha channel, or to save a selection to disk or alpha channel.
We want save selection to alpha channel, when you get the prievew come up you should have a white version of your object and a transparent or black background. There is a button below the preview screen to toggle between transparent or black.
Save then go to the image menu and resize to 32x32.
Now you can save your new transparent icon as a tga.
The same method for saving alpha channels applies to clothing, just select the areas you wish to keep then save to alpha channel. More elaborate alpha's can be done using the mask tool. It's not something i have tried as yet so i'm not certain how it works but later i will have a go and then come back here and explain. I will also explain how to use the dxtex tool for saving dds files with semi transparencies
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Bravo 1 Master
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Calislahn Master
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #3 on Feb 14, 2005, 11:53am » | |
Okay i've just done the mask thing and it's surprisingly easy 
I decided to use Neuman's tight dress for an example so here goes.
How to use mask layers in psp for transparency
First i made a quick texture screenshot
As you can see certain areas i lowered the opacity of the flood fill tool to make it more transparent.
Next i went into the Layer menu and under new mask layer chose from image. Then in the pop up menu i chose source opacity which gave me a mask layer that looked like this Screenshot
(unfortunatly the whole page is white but i'm sure you can figure out the shape of the image )
Next i clicked on the mask layer to make it the active one and selected the whole image, i then saved this to an alpha channel( same as for the icons) and then saved my texture as a tga.
Here is the finished dress Screenshot
Now i tried to save this same texture as a dds and once again got told no alpha channels would be saved, it's a problem i have never been able to solve so instead i use dxtex for this.
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Mebyon High Councilor
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #4 on Feb 14, 2005, 11:57am » | |
Thanks for those tuts people. I'll have no excuse now!
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Calislahn Master
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #5 on Feb 14, 2005, 1:18pm » | |
How to make semi transparent dds files using psp and dxtex
First of all make your texture and then save it as a bmp. Next you can either desaturate it or using the mask method i said above create another bmp to be the alpha channel.
If you use the mask method, just select the mask layer then copy and paste to give you a new image, save this as a bmp.
Next open dxtex and under file choose new texture.
You will get another window pop up, leave the texture type as standard. You will see the size by default is 256x256 change this if needed.
Where it says Surface/Volume Format choose either DXT1 if you want full transparency or DXT3 if you are making semi transparencies. Then click okay.
You will now have a new window onto which you will put your bmp's. If you chose DXT3 it will be a bright turquiose colour, or black for DXT1.
Now go back to file and choose Open onto this surface. Browse for your texture bmp and click okay, you will now see your image in the window.
Next go back to file again and chose Open onto alpha channel of this surface and browse for your alpha bmp. This will ovelay the alpha image over the texture.
Now you can save your file but you must type .dds after the image name for it to work properly.
I made my fairy dresses this way and while it worked getting the transparency to the right level was not easy, i had to keep going back and redoing the alpha bmp until i got it as i wanted, now i know about it i would definitely recommend making the alpha bmp using the mask function. Much quicker and easier 
Or even quicker just save it as a tga 
From a personal veiwpoint i much prefer tga, the difference in compression form dds isn't that bad and it does give better clarity in my opinion.
I would like to say thank you to Regan who first thought of using the mask layer for this. Although i knew about it i'd never tried it before today, now i can see a lot of uses for this
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #7 on Feb 14, 2005, 1:29pm » | |
I have poor eyesight so i did it for me more than anything
I find the normal links don't stand out enough from ordinary text.
I shall go have a look for you 
EDIT: It appears that photoshop does have a mask thing, it explains it in the help file. I'm not going to try and do it as i find photoshop a horrible thing to use 
I guess it's just that i'm so used to psp which has a very easy interface, i can never find what i want in photoshop
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Pendraia Guest
|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #8 on May 5, 2005, 4:29pm » | |
Thanks Bravo, that was a great explanation of how to texture. I really liked the explanation on dds files and how they work. I didn't realise that they lose quality through resaving. I normally have a psp file that is my working file and save to dds only when I'm ready to try the texture. Any alterations I go back to the psp file and then resave to dds. Would you still get quality loss or would that work like the bitmap example you gave. Cali, thanks for the link to this tutorial. I normally use mask layers and save to dds files without any problems. I have an explanation for this at CI's forum under tips and tricks for texturing. As the sites down at the moment let me know if you still want to know how to do this and I will post it here as well. Pendraia
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Calislahn Master
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #9 on May 5, 2005, 4:33pm » | |
Hi Pen, yes i would appreciate that, we will be moving this forum sometime in the future and i plan on copying this over, any extra tips are always helpful 
For the bc stuff i usually work in bmp then when i'm finished save a final copy as dds. My own stuff i tend to use tga and while not so bad i did notice on a dress i did recently it had degraded, i plan on redoing it to be honest as it's annoying me too much
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Pendraia Guest
|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #11 on May 15, 2005, 11:23pm » | |
Hi Cali and Bravo, Sorry I didn't answer sooner. RL has been a bit crazy, it's the end of semester and assignments all came due. I have posted the link to where I set up the explanation for how I do alphas using masks and dds in psp9. http://canadianice.ufrealms.com/phpBB2/viewtopic.php?t=22 Thought it was easiest this way as your moving you'll need to scroll down. There are a couple of other links to tutorials that might be of use to people as well. Bravo, sometimes simpler is better  Hope its useful Pen
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #12 on May 16, 2005, 2:27am » | |
Thanks Pen
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vixyn Associate
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #13 on May 22, 2005, 1:36pm » | |
Saving alpha channels in a DDS file is actually quite simple, in PaintShop Pro. - I wouldn't know in PhotoShop as I truely hate that program.
Anyways. Back to the matter at hand - I'm assuming you have the DDS plugin from NVidia installed into your plugins folder, btw (screenshots included, aren't I nice? ):
1) Edit file, make alpha channel, do whatever you need to do 
2) Firstly, get yourself to the save window  It should look like this, except for being all grey:
![[image] [image]](http://www.heartofsword.us/content/images/trans1.png)
If it doesn't, you have the wrong plugin/installed incorrectly - this window shuld appear EVERY time you go to save a DDS!
3) If the DDS save window appears, and you can tell you have the correct plugin, you need to find the correct save format. See image below for a list of options that should appear:
![[image] [image]](http://www.heartofsword.us/content/images/trans2.png)
For 1-bit alpha meshes, you can try the 1-bit alpha setting, otherwise, use the 32 bit setting shown highlighted. It will save the texture with teh alpha, and the best - or worst, depending on how you view it - compression. It's the best quality option, so the filesize will be bigger.
As a sidenote, 99.9% of the time I've saved a texture that needed alpha channels, nothing but ARGB 32bit worked. The other options gave me a really nasty white or black chunk all over the transparent bits. Having never used a 1-bit alpha mesh, I can't say thats what IT does, this is just what I've seen on all of the rest of them.
Mip maps are completely optional, but if you decide you want them, have teh plugin generate new ones, or you can end up with some prettty funky results. The other buttons below the format dropdowns, I wouldn't really mess with as they change how the texture will end up looking - and you've already done that, so why chance a messup? 
Hope this helps.
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Calislahn Master
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|  | Re: Texturing for Dummies...and not-so-Dummies « Reply #14 on May 22, 2005, 1:41pm » | |
Thank you vixyn, that answers why i can't save them with alpha's then my plugin doesn't look like that when i save 
Do you have a link for where you got this plugin? i got mine from the nvidia site but then again it was so long ago it might be an older version
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