Difference between revisions of "Loading Screen Images"

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== Modding and DDS Conversion ==
[[Image:loading_screen_editor.jpg|thumb|right|A custom loading screen in the CS.]]This part isn't too hard, but you must follow the directions closely as it's easy to mess up. Once you have your image the way you want it to look in the game, you'll need to save it as a DDS file using one of the [[DDS Tools]]. When you go to save as a DDS format file, you are presented with a plethora of options, but there are only a couple you will need to change. One is to set the format to DXT5 as that is what the original loading screens use. The other is to set MIP-maps to No; they won't be needed for a non-3D texture and just add to the file size. Save the file to your Oblivion directory in ''Data\Textures\Menus\Loading''. If you have to create the directories, make sure to match the case. If you aren't creating the directories, still make sure the case matches.
Now you only need to make the game recognize the new loading screen image. You'll need the Construction Set, of course. So, open that up. In the Object Window, go to Miscellaneous>LoadScreen. If you see a list of all the loading screens already in the game, you're in the right place. To add a new one, right-click and then select New. Give your new loading screen a unique ID first. It's usually your name, initials, or alias; the name of the mod; and the name of the object. This ensures that your ID is unique. Then add the image; this is rather straight-forward. The loading screen text is not required, but you can fill it in if you like. It's perfect for adding tips about a mod if you're not just modding the loading screens. If you want the loading screen to only show for a particular cell, add the cell to the form list by dragging it from the Cell edit dialog which is found under World>Cell. You're done, so hit OK and save.
[[Image:loading_screen_ingame.jpg|thumb|right|A custom loading screen in-game.]]To test your loading screens, it's best to add a particular cell to the form list when you're editing. That way, you can just go to that cell and not have to wait for the loading screen to come up randomly. If the tip you entered shows but the image is the default Elven Armor one, you missed a step earlier and you'll need to go back over them.
If you would rather replace the loading screens, you have two options. One preserves other replacement textures, thus allowing a user to easily disable/enable your replacement mod. The other preserves the original textures while not working well with other mods and making disabling/enabling difficult.
The first way uses the CS to make a plugin in much the same way as adding new loading screens. However, instead of adding, you'll be editing the existing loading screens. Just change the textures to your own ones with unique filenames. Now your mod can be managed like other mods in the Data Files section of the launcher. The only downside is that many of the textures are repeated in several different types of loading screens. This method would be more time-consuming for the modder.
A quicker way is to just overwrite (essentially) the original textures by placing your new ones in the ''Data\Textures\Menus\Loading'' directory. You'll still need to convert to DDS, of course, but that's just about all there is to it. No ArchiveInvalidation editing is necessary. You don't even need to worry about case-sensitive paths. The problem is that any other mod that also replaces loading screens is going to conflict.
=== Exporting Files in DDS from GIMP ===
This requires that you have installed the GIMP DDS exporter plug-in correctly. A link can be found on the DDS resources page.
The DDS export screen is highly complicated in GIMP, with 9 separate options for compression, and 13 for format. You shouldn't have to worry about format though.
At this time, it appears that the ''BC3/DXT5'' option does in fact work for load-screens, but unless you have only one layer in the image there can be some funny results. The other compressions, particularly ''BC3n/DXT5n'' create truly bizzare effects, washing out certain colors, strengthening others and merging areas of color into a black or white static.
When exporting make sure the ''Generate Mipmaps'' box is unchecked. DOn't even bother with the advanced options.


== Near-Perfect Loading Screens using Photoshop CS3 ==
== Near-Perfect Loading Screens using Photoshop CS3 ==
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Greybird made a [http://www.tessource.net/files/file.php?id=4263 Loading Screen Design Kit] for Photoshop.
Greybird made a [http://www.tessource.net/files/file.php?id=4263 Loading Screen Design Kit] for Photoshop.
== Modding and DDS Conversion ==
[[Image:loading_screen_editor.jpg|thumb|right|A custom loading screen in the CS.]]This part isn't too hard, but you must follow the directions closely as it's easy to mess up. Once you have your image the way you want it to look in the game, you'll need to save it as a DDS file using one of the [[DDS Tools]]. When you go to save as a DDS format file, you are presented with a plethora of options, but there are only a couple you will need to change. One is to set the format to DXT5 as that is what the original loading screens use. The other is to set MIP-maps to No; they won't be needed for a non-3D texture and just add to the file size. Save the file to your Oblivion directory in ''Data\Textures\Menus\Loading''. If you have to create the directories, make sure to match the case. If you aren't creating the directories, still make sure the case matches.
Now you only need to make the game recognize the new loading screen image. You'll need the Construction Set, of course. So, open that up. In the Object Window, go to Miscellaneous>LoadScreen. If you see a list of all the loading screens already in the game, you're in the right place. To add a new one, right-click and then select New. Give your new loading screen a unique ID first. It's usually your name, initials, or alias; the name of the mod; and the name of the object. This ensures that your ID is unique. Then add the image; this is rather straight-forward. The loading screen text is not required, but you can fill it in if you like. It's perfect for adding tips about a mod if you're not just modding the loading screens. If you want the loading screen to only show for a particular cell, add the cell to the form list by dragging it from the Cell edit dialog which is found under World>Cell. You're done, so hit OK and save.
[[Image:loading_screen_ingame.jpg|thumb|right|A custom loading screen in-game.]]To test your loading screens, it's best to add a particular cell to the form list when you're editing. That way, you can just go to that cell and not have to wait for the loading screen to come up randomly. If the tip you entered shows but the image is the default Elven Armor one, you missed a step earlier and you'll need to go back over them.
If you would rather replace the loading screens, you have two options. One preserves other replacement textures, thus allowing a user to easily disable/enable your replacement mod. The other preserves the original textures while not working well with other mods and making disabling/enabling difficult.
The first way uses the CS to make a plugin in much the same way as adding new loading screens. However, instead of adding, you'll be editing the existing loading screens. Just change the textures to your own ones with unique filenames. Now your mod can be managed like other mods in the Data Files section of the launcher. The only downside is that many of the textures are repeated in several different types of loading screens. This method would be more time-consuming for the modder.
A quicker way is to just overwrite (essentially) the original textures by placing your new ones in the ''Data\Textures\Menus\Loading'' directory. You'll still need to convert to DDS, of course, but that's just about all there is to it. No ArchiveInvalidation editing is necessary. You don't even need to worry about case-sensitive paths. The problem is that any other mod that also replaces loading screens is going to conflict.
=== Exporting Files in DDS from GIMP ===
This requires that you have installed the GIMP DDS exporter plug-in correctly. A link can be found on the DDS resources page.
The DDS export screen is highly complicated in GIMP, with 9 separate options for compression, and 13 for format. You shouldn't have to worry about format though.
At this time, it appears that the ''BC3/DXT5'' option does in fact work for load-screens, but unless you have only one layer in the image there can be some funny results. The other compressions, particularly ''BC3n/DXT5n'' create truly bizzare effects, washing out certain colors, strengthening others and merging areas of color into a black or white static. The ''Alpha Exponent (DXT5)'' Compression also seems to work, but as it saves Alpha channels its not ideal for this purpose.
When exporting make sure the ''Generate Mipmaps'' box is unchecked. DOn't even bother with the advanced options.


== Update: How to properly add brand new loadscreens ==
== Update: How to properly add brand new loadscreens ==
Anonymous user