Difference between revisions of "Texture Replacer/Tutorial"
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This is a tutorial demonstrating how to use the Windows GUI of [[TR_Retexturing Tool|Texture Replacer ("TR")]]. | This is a tutorial demonstrating how to use the Windows GUI of [[TR_Retexturing Tool|Texture Replacer ("TR")]]. | ||
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Tools used for this tutorial: | |||
:*[[TR Retexturing Tool]] - Obviously | |||
:*[[BSA Commander]] - To unpack the BSA-Files | |||
:*Adobe Photoshop with the [[DDS_Tools#Adobe_Photoshop_Plug-ins|DDS Plugins]] - To edit the textures.<BR> | |||
::(Of course you can use any other program capable of saving in dds-format, like [[GIMP]] for example.) | |||
Recommended: | |||
:*[[DDS_Tools#WTV|Windows Texture Viewer]] - (WTV is a lot faster than Photoshop when you just want to view textures.) | |||
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====1. Extract the original NIF from the BSA-File==== | ====1. Extract the original NIF from the BSA-File==== | ||
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:''(You should get [[TR_Retexturing_Tool|TR]] now, if you haven't already.)'' | :''(You should get [[TR_Retexturing_Tool|TR]] now, if you haven't already.)'' | ||
:Either use "open with" in the context menu, or start TR and browse for your NIF file. In the context menu's "open with" dialogue you can also set TR to be the program that is used to open NIF files when you doubleclick them. | :Either use "open with" in the context menu, or start TR and browse for your NIF file. In the context menu's "open with" dialogue you can also set TR to be the program that is used to open NIF files when you doubleclick them. | ||
:For this tutorial we use a copy of '''Oblivion\Data\meshes\clutter\signs\signtwosisterslodge.nif''' | |||
<BR> | <BR> | ||
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:[[image:Tr1.png]] | :[[image:Tr1.png]] | ||
<BR> | <BR> | ||
====5. | |||
====5. Search for those textures and look at them to find out which one to modify==== | |||
:Open the folder where you've extracted the original textures to, and have a look at the textures that are used by the model, most objects use only one texture, but this one uses 3 of them. | |||
:[[image:Tr1a.jpg]] | |||
:We want to modify the sign, not the frame, so only the second texture is relevant. | |||
<BR> | |||
====6. Creativity time...==== | |||
:This is the moment where you have to learn how to use Gimp, Photoshop, PSP or whatever other image-editing program you're using. This could be the result of your work: | |||
:[[image:Tr1b.jpg]] | |||
:Oblivion textures always come in pairs: '''texture.dds''' the color-texture (defining how the surface is colored) and '''texture_n.dds''' the normal map (defining surface structure). Now that we made a new texture, we also need to have a look on the normal map (RGB-channel and alpha channel). | |||
:[[image:Tr1c.jpg]] | |||
:Fiddle around a bit with the normal map filters and use copy/paste to create normal map out of the new texture that looks similar to the original one. (see also: [[Normal Maps Basics]]) | |||
:[[image:Tr1d.jpg]] | |||
:That's it. Save the texture as '''DXT1'''-dds and the normal map as '''DXT3'''-dds into a new folder<br> (here: '''Oblivion\data\Textures\Mymod\''') and continue with modifying the NIF file. | |||
====7. Go back to TR and select the texture you want to change (using the mouse or up/down keys)==== | |||
:[[image:Tr2.png]] | :[[image:Tr2.png]] | ||
<BR> | <BR> | ||
==== | ====8. Press enter or doubleclick to edit this entry==== | ||
:[[image:Tr3.png]] | :[[image:Tr3.png]] | ||
<BR> | <BR> | ||
==== | ====9. Either type in the new texture name or browse for the texture using the "..." button==== | ||
:[[image:Tr4.png]] | :[[image:Tr4.png]] | ||
<BR> | <BR> | ||
==== | ====10. After pressing enter (or the "v" button) your model is retextured.==== | ||
:[[image:Tr5.png]] | :[[image:Tr5.png]] | ||
<BR> | <BR> | ||
==== | ====11. Close TR and add your new model to the game==== | ||
:Create a new object in the Construction Set or make a copy of an existing one, then click on the Button that has the name of a NIF-file (when you made a copy) or is named "'''Add NIF File'''" (when you made a new object) and select your retextured model. | :Create a new object in the Construction Set or make a copy of an existing one, then click on the Button that has the name of a NIF-file (when you made a copy) or is named "'''Add NIF File'''" (when you made a new object) and select your retextured model. | ||
<BR> | <BR> | ||
==== | ====12. Adding your new model to the world==== | ||
:(''You should already know how to do this before you start retexturing. If you don't know how to add objects to the world, then now might be a good time to read the [[:Category:A beginner's guide|Beginner's guide]].)'' | :(''You should already know how to do this before you start retexturing. If you don't know how to add objects to the world, then now might be a good time to read the [[:Category:A beginner's guide|Beginner's guide]].)'' | ||
:Either drag & drop the object from the Object Window into a cell you can easily reach ingame (e.g. IC Market Place) or make a new line of dialogue for an NPC to give you the item, or make a new quest with a script that gives you the item or, or or... The simplest way to get an item ingame might be using [[AddItem]] in the console. | :Either drag & drop the object from the Object Window into a cell you can easily reach ingame (e.g. IC Market Place) or make a new line of dialogue for an NPC to give you the item, or make a new quest with a script that gives you the item or, or or... The simplest way to get an item ingame might be using [[AddItem]] in the console. | ||
==See Also== | ==See Also== |