Modding:Creating Outfit Textures: Difference between revisions

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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|231x231px]]
 


=== Physical Map ===
=== Physical Map ===
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=== Normal Map ===
=== Normal Map ===
Colours>Components>Decompose> Colour model RGBA
'''Colours>Components>Decompose>Colour model RGBA'''
 
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.|234x234px]]
Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots.


Select the green channel, and '''Value Invert'''. This should cause it to flip to ooking rightside out instead of inside out.


It should become purple, and right side out.
'''Colours>Components>Compose>Select ‘RGB’''' and put the alpha channel in the RED slot.
It should become purple. Save as PNG.  


This will export it as an OpenGL normal map. Save as PNG.  
This is an Open GL normal map. The inverted green channel turns it from DIRECTX to OPENGL.
You can overlay PBR materials on it if you choose.


You can overlay PBR materials on it now.
Remember to do all these steps in reverse to export the texture in the right format.
[[File:GIMVALUEINVERThowto.webp|thumb|How to invert the green channel|288x288px]]
<gallery heights="300px">
[[File:GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.|208x208px]]
GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.
GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose
BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.
GIMVALUEINVERThowto.webp|thumb|How to invert the green channel
GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.
</gallery>


== File sizes ==
== File sizes ==

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