Difference between revisions of "Loading Screen Images"

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== Notes/Tips ==
== Notes/Tips ==


[[Image:besteffort.jpg|thumb|right|Best effort to create an Oblivion-style loading screen at this time.]]Loading screen images are 1024x512. The odd aspect ratio should be okay when the image is displayed in-game.
[[Image:besteffort.jpg|thumb|right|Best effort to create an Oblivion-style loading screen at this time.]]Loading screen images have a resolution of 1024x512. The odd aspect ratio should be okay when the image is displayed in-game. It's probably for supporting widescreen displays as the left and right sides will be clipped in-game on normal (4:3) aspect ratio displays.


The outer area of the loading screen has no colors; it is only composed of an outline of the starting image. The outlines are created with a find edges filter.
The outer area of the loading screen has no colors; it is only composed of an outline of the starting image. The outlines are created with a find edges filter.
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An image editor with good support for layers (PhotoShop or Paint Shop Pro) is a must for creating loading screens.
An image editor with good support for layers (PhotoShop or Paint Shop Pro) is a must for creating loading screens.
Loading screens will only work if placed in ''Oblivion\Data\Textures\Menus\Loading''. This is case-sensitive!


== Step-by-Step Guide using Paint Shop Pro 10 ==
== Step-by-Step Guide using Paint Shop Pro 10 ==
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== Modding and DDS Conversion ==
== Modding and DDS Conversion ==


[[Image:loading_screen_ingame.jpg|thumb|right|A custom loading screen in-game.]]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're presented with a plethora of options, but there are only a couple you'll 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 directory, make sure to match the case. If you aren't creating the directories, still make sure the case matches.
[[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're presented with a plethora of options, but there are only a couple you'll 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.
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_editor.jpg|thumb|right|A custom loading screen in the CS.]]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.
[[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.




[[Category: Meshes_and_Textures]]
[[Category: Meshes_and_Textures]]
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