Editing Modding:Creating Outfit Textures
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There are four textures in a generic armour item. Sometimes there are 3, as an item has no MSK and all the colour is on the BM (For example, Mizora's outfit). Sometimes 4-5, as an item may have a GM (glowmap). | There are four textures in a generic armour item. Sometimes there are 3, as an item has no MSK and all the colour is on the BM (For example, Mizora's outfit). Sometimes 4-5, as an item may have a GM (glowmap). | ||
== Basecolour | == Basecolour == | ||
This controls colour strength. It is flat and white or grey, as colours are overlaid on it via the MSK. The shader for the game is quite powerful so many BM are not very detailed. It will be called a BM if it has no transparency, and BMA if it does. The A stands for alpha, as transparency requires an alpha channel. | This controls colour strength. It is flat and white or grey, as colours are overlaid on it via the MSK. The shader for the game is quite powerful so many BM are not very detailed. It will be called a BM if it has no transparency, and BMA if it does. The A stands for alpha, as transparency requires an alpha channel. | ||
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== Physical Map == | == Physical Map == | ||
The physical map is 3 maps in one, combined into one image. Easy to spot, it will be pink, green and blue, or some combination of those colours. | The physical map is 3 maps in one, combined into one image. Easy to spot, it will be pink, green and blue, or some combination of those colours. | ||
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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 == | |||
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. | ||
==== 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. | |||
=== 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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== Tools == | == Tools == | ||
[https://www.nexusmods.com/baldursgate3/mods/4310 Volno texture paint blender toolset] | [https://www.nexusmods.com/baldursgate3/mods/4310 Volno texture paint blender toolset] | ||