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Misc::Screenshots What do you think? Post your screenies here. |
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10-09-2013, 12:05 AM
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Inglorious Adventures of S3DSpy Texture Modding
This is just a thread I decided to pop up show off some of my texture modding I'm toying around with. These few screen shots are all of Unrest with some textures replace with either Nexus textures or Katta textures or a bit of both. If you notice it's white in places it's because I messed something up not sure if it's to do with a renamed extension from .bmp to .dds that I forgot to rename back or a missing texture. The graphics engine will default it to that flat white color under certain conditions is all I know for certain.
Here's a list I wrote down as I did it of the textures used from which .s3d files and the files they were used to replace.
Code:
katta.s3d to unrest.s3d katta_hrock01.dds replaces entryway.bmp
katta.s3d to unrest.s3d katroof03.dds replaces roof.bmp
katta.s3d to unrest.s3d katroof03.dds replaces 1roof.bmp
katta.s3d to unrest.s3d katcathwindow_s.dds replaces interiorwall.bmp
katta.s3d to unrest.s3d kattagrass.dds replaces xgrasdir.bmp
katta.s3d to unrest.s3d kattagrass.dds replaces xgrass1.bmp
katta.s3d to unrest.s3d kattower01.dds replaces floor.bmp
katta.s3d to unrest.s3d katta_hrock03.dds replaces newbrickwall.bmp
katta.s3d to unrest.s3d katvampfloor01.dds replaces block.bmp
katta.s3d to unrest.s3d katvampfloor02.dds replaces stoneblocksn.bmp
nexus.s3d to unrest.s3d nexfloor301.dds replaces sidewalk.bmp
Use S3DSpy extract your .s3d file to a folder by zone name for each zone that you'll be working with. Find the texture you like and want to swap it's a little hit or miss figuring out which textures go where in game. After you have your files rename your new textures to that of the ones they'll be replacing click add in S3DSpy and select add the files you renamed to add. You'll get a prompt asking to overwrite the current textures with the new ones hit yes on all of them and then your done copy your newly modded .s3d file to your EQ directory and test it out.
You'll want to turn of texture caching in the game options or delete the old zones texture file first in order to see the new changes. The code I listed is just the .s3d files used and the textures swapped. Just to give you a example. Some came out pretty nice others didn't look so great and didn't go in the spots I thought or intended them to.
A PHP editor like Akkadius made for other customizing would be handy. I believe you can isolate individual textures by simply deleting them in your .s3d file. As a result the zone will be white except for the texture or textures you swap in if you did that for each texture file name and took a screen shot in game of where the textures went you'd have a intuitive idea of where each individual texture file name in a zone belongs in game. It would be time consuming doing so especially as some zones are bigger than others, but it would be handy once completed. It would be the kind of thing to work on a zone at a time and maybe have a few different people each working on different zones starting with the classic zones most likely.
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10-09-2013, 04:18 PM
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10-09-2013, 06:31 PM
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10-11-2013, 03:36 AM
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10-11-2013, 03:38 AM
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10-11-2013, 03:47 AM
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10-11-2013, 10:55 PM
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10-11-2013, 11:16 PM
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Love your work!
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10-12-2013, 04:49 PM
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Quote:
Originally Posted by Drajor
Love your work!
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Thanks nice to see someone likes it. Originally had the idea to use zone_points to delete a bunch of zones I don't particularly care for and reconfigure things without them to neighboring zones, but ran into problems with texture mismatching with that idea quickly and tried to configure around that the best I could which lead to more and more mangling of zone_points. Then I thought damn this has absolutely huge and implications and near infinite possibilities if I can get around the texture problem breaking immersion. This thread explains a bit of the zone_points stuff and general plans based around it.
http://www.eqemulator.org/forums/showthread.php?t=37360
Here's a few examples continent reforming from a map hub point perspective. A few problems with these types of zone_points changes is you can experience mismatching textures between zone lines the severity of which ranges on a case by case basis, but is something texture customizing could remedy. In certain cases the geometry shaping between zone lines has noticeable differences a narrow entry way into a much wider one can look wrong. In some cases your able to set the target location further ahead or behind to give the illusion of correcting that snafu however, but not always.
I'd like to get back to the zone_points configuring more in time, but for now zone texture conversions is going to take up a lot of time for the foreseeable future.
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10-13-2013, 12:07 AM
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10-13-2013, 12:16 AM
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10-13-2013, 01:27 AM
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I took that base dirt floor texture that I tried to hue yellow earlier without the hue applied and exported it as DXT5n and it looked interesting so I tried it in game and it came out looking more extreme than I anticipated for Grobb, but it would look neat in Sol B perhaps.
Also decided I'd try it with the ceiling texture as well for the hell of it and it's even more absurd unlike the with floor texture I don't think would look too good in another zone personally at least without some tweaking with small tiles would have potential to look nicer possibly because it would blend better in fact a hint of blur could probably help it too. Really neat effect, but not something I want to use in Grobb.
There is a lot of experimental fun to be had with texture editing as you can see there is a ton of things you can do with texture editing you can swap textures, but you can also enhance textures as well with programs like GIMP which is free open source and cross platform as well in many types of ways so enjoy experiment drink mead eat cake and be merry and above all else do sum gud froglok bashin demz frog legs tasty!!!
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10-13-2013, 07:09 AM
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