找回密码
 立即注册

QQ登录

只需一步,快速开始

游戏开服表 申请开服
游戏名称 游戏描述 开服状态 游戏福利 运营商 游戏链接
广告位招租 联系QQ51605539 今日新开 进入游戏
天堂2协议 天堂2客户端协议附带英文客户端下载 不定期更新 L2FATER 进入游戏
色码表Html 开发天堂2HTML对话常用颜色代码 永久可用 血玫瑰社区 进入游戏
Close
查看: 21|回复: 0

Editing Textures (Updated For 2015)

[复制链接]
  • 打卡总天数:221
  • 打卡总奖励:1918
发表于 2016-7-9 08:45:30 | 显示全部楼层 |阅读模式
this guide will show you how to edit l2 textures and get you started with l2 client modding
things you will need -
photoshop
photoshop dds plugin (just incase)
----------------------------------------------------------------------------------
to start out, pick a texture you want to edit. i will be doing this on interlude.
navigate to your systextures folder, and select a texture. in this guide i will be using mfighter (textures of armor/hair face of human fighter male, ffighter for female, etc)
create a new folder, and extract umodel in that new folder (sdl dll, umodel exe)
create a bat script with the following code -
umodel -export -all MFighter.utx
after you did that paste (copy your file you want to edit and paste it in the folder with umodel)
Editing Textures (Updated For 2015)
run the bat script and you will see all the extracted content is in your umodel export folder
navigate to umodel export -> mfighter -> texture
here you will see all the textures for human male fighter
now, to find the armor you want to edit, you need to know the id of it. this can be found through your l2j server or from finding it in your item name file. in this case, we will be using draconic leather armor (6379)
after you found the id through either method, open armorgrp and find the id of the item (6379)
Editing Textures (Updated For 2015)
Editing Textures (Updated For 2015)
given this info, we know that draconic uses mfighter_m011_u/l for its mesh (animation, shape) and that the texture code for it is t89 (so all other pieces of this armor set is t89, making it easier to search)
search for 't89' in your extracted textures
ori = main textures
sp = lighting/specular mask
you usually want to edit only the _ori texture unless it doesnt exist in that case you can edit its _sp texture
let's start with the body piece, so open the _u_ori in photoshop (u is or upper, l is for lower, g is for gloves, b is for boots)
Editing Textures (Updated For 2015)
we will start by making a selection around the skin (neck area) so the skin in game doesnt turn into some weird color
use the pen tool (press p or find that icon) to make a selection around it. i personally like using pen because it allows more accurate selections
Editing Textures (Updated For 2015)
Editing Textures (Updated For 2015)
the red dot is your starting point and ending point
the blue arrow shows where your next point should be (click+drag to curve)
the green point and arrow shows about where you should end and how you close it
Editing Textures (Updated For 2015)
now do the same for the other part
when finished, right click and choose 'make selection' and press ok with the default settings
Editing Textures (Updated For 2015)
press ctrl+J to duplicate the selected parts and deselect your selection (ctrl+d)
Editing Textures (Updated For 2015)
duplicate your background layer by selecting it and pressing ctrl+J
you should be working on the copy layer (select it in your layer panel) in case you mess up
Editing Textures (Updated For 2015)
you can edit your texture in many ways, but i will be showing a very simple way of recoloring your texture. we will be making it blue.
press ctrl+u to bring up the hue/saturation menu
Editing Textures (Updated For 2015)
slide the hue around to see what different colors you get until you are satisfied. saturation and brightness is not necessary for most cases. editing the hue is more effective without precise selections because it effects the colors more than black/whites
Editing Textures (Updated For 2015)
Editing Textures (Updated For 2015)
after you finished changing the hue, noticed that the little 'eyes' on the armor are kinda fucked. we will fix that the same way we did with taking out the skin using pen. after you make your selection, press DELETE and it should look like this
Editing Textures (Updated For 2015)
finished? save it somewhere (desktop or whatever) as tga or dds (use settings below for dds and default for tga)
Editing Textures (Updated For 2015)
after you saved it, find the _sp file for your armor and copy/paste it in the same area with your edited texture
open unreal editor (found in where you installed your unreal runtime -> system folder
should look something like
Editing Textures (Updated For 2015)
go to file -> import
import your 2 files (the ori and the sp)
make your settings something like this
package = utx name
group = package within the utx (for organization)
name = name of the file (just leave it)
compression = usually dxt3
Editing Textures (Updated For 2015)
if the ori file has a alpha layer (which usually ori files tend to have) right click on it and select properties
Editing Textures (Updated For 2015)
expand the surface options and make it alphaTexture=true
this will prevent in game bugs with being invis and teleporting
Editing Textures (Updated For 2015)
go to file -> new and make the settings similar to that
name = your shader name (i keep it like that to be organized, because that is very important)
notice in armorgrp it ends at _u instead of _u_ori or _u_sp because now you will combine the 2 files in a shader
Editing Textures (Updated For 2015)
diffuse = main texture (usually ori)
opacity = alpha texture (usually ori)
specular = effect (usually a env map)
specular mask = (your _sp file)
self illumination = effect 2 (like a panner or something)
self illumination mask = mask for your 2nd effect (_si)
   * note that self illumination is a bit 'heavier' on the effect because it doesnt take out the blacks in it while specular does
Editing Textures (Updated For 2015)
select your main texture in diffuse and press 'use'
repeat for opacity
for specular and specular mask, do the same but select your _sp file
output blend should always be ob_masked IF your shader uses a opacity layer! if you don't use opacity leaving it at normal is fine
twoSided should ALWAYS be true
Editing Textures (Updated For 2015)
next, go to file -> new and here we will create your env map. make the name like env01 or effect or something and the group would be 'effect'. the materialClass should be TexEnvMap
Editing Textures (Updated For 2015)
right click on your empty envMap and select properties if you closed out the window or something. this is about the same as putting your textures into shaders. for the 'material' box, we will create a lighting texture for it to get that glossy effect in game
we will repeat the first few steps with extracting except for a file named cubemaps and goldcubes (found in systextures)
do the same and extract the contents of it
find s-07-1
Editing Textures (Updated For 2015)
do the same with the hue editing and make it blue EXCEPT use colorize to do it
save file after and import it in your Effects group (use same settings, skip doing the alpha part)
use that as material for your envMap
Editing Textures (Updated For 2015)
Editing Textures (Updated For 2015)
go back to your shader and use your envMap for your specular
Editing Textures (Updated For 2015)
save your file in the same folder you put l2encdec in
after, create a bat script like
l2encdec -e 121 MxcGuide.ukx
run the bat
you will see enc-TextureName
move the enc- file somewhere else
delete the enc- part so its only TextureName
move it to systextures
lazy mans script (warning - badly coded but works) -
SET FILENAME=MxcGuide.utxl2encdec -e 121 %FILENAME%DEL /F /Q /A "C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\%FILENAME%"MOVE C:\Users\User\Desktop\Texturing\enc-%FILENAME% "C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\"cd C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\REN enc-%FILENAME% %FILENAME%
use your own lineage path! this will quicken the process by a lot because it will automatically rename, move and delete the old file (i think path can be a variable but i dont know why it doesnt work maybe i fucked up and im not a bat or code expert but this works regardless)
OPTIONAL BUT USEFUL --
copy your system
open l2 ini with file edit
copy all the contents in a text file
edit this stuff (make it like this)
IsL2NetLogin=FalseIsL2Console=False..IsUseCommand=False
save text as _l2.ini or whatever name
create a shortcut of l2.exe but add -INI=_l2.ini at the end of target
END OPTIONAL INSTRUCTIONS
open file edit and open armorgrp
find 6379
copy the lines for it and paste it at the end of your file and make the id something else (like 16379)
edit mfighter.mfighter_m011_t89_u and make it MxcGuide.mfighter_m011_t89_u
save after (encrypt as 413)
"C:\Program Files (x86)\Lineage II\Interlude\SystemDev\L2.exe" -INI=_l2.ini
open your copy system shortcut (or your local server)
if you use pawnviewer, press tab and type pv to load items
navigate to the bottom to find your new armor
Editing Textures (Updated For 2015)Editing Textures (Updated For 2015)
works! now repeat with legs and gloves and boots
resources -
-----------------
if needed i can make a video on this

回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

快速回复 返回顶部 返回列表