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166
Tutorials / [TUTORIAL] Basic Architectural Textures
« on: February 20, 2010, 06:21:14 pm »
Difficulty:
Intermediate

Tools used:
-Photoshop CS

1. Conceptual thoughts

Very important when doing architectural textures is having a reference and/or a concept art you can relate to. I always tend do take realistic photos, maybe modify them a bit (like mixing two styles to create a new, unique one).
The big problem you're going to have (especially as a beginner) is that in your imagination things will look totally cool but when realizing the texture and then wrapping it onto a model it will look totally dull and boring. Better stick to something already visualized and the chance it'll look bad are significantly lower.

Now here's the reference I'll be having for this tutorial:



You might already see that in order to save space and filesize this house needs roughly 4 textures (going from ground floor to roof:)
-Grey Bricks
-White-Red Wall Variation 1
-White-Red Wall Variation 2
-Dark Blue Roof

I'll be going for number 2, the White-Red Wall Variation 1.
Now the next thing I do is create a palette with the main colors (using the eyedropper (shortcut: "i" in Photoshop) and the brush (shortcut: "b") and then create a rough outline of the alignment of the different elements of the texture.

[Note: most of the time this already is part of what's going to be my final texture. The rough outline with the main colors is the first layer of the texture, already drawn on the picture with the final size]



As soon as this is done I'll head for a quick analysis of the materials the texture consists of. In this case we're going to need one glass texture, one iron texture, one wood texture and one plaster-like texture. Several "dirt" textures add to this list but we'll come to that later on.

[Note: You don't have to analyze the texture like I did, this is just to illustrate my lines of thought, this is the first time I did this not only in my head. Since it's not that hard to figure out which textures you'll need for which part of the final texture I'm sure you can do it in your mind as well!]



2. Gathering the resources

In order to get the texture going you'll need some blanks of course. It's always handy to have a big library of those at hand, but even if you don't have one (yet) you can always start growing one using the multiple sources of the internet. Here are some I can recommend to you:
    -Google for the blank you wish and add "texture" as a keyword. (easiest solution, sometimes crappy results though)
    -Search
http://www.flickr.com/ for a picture containing your element and create a seamless blank from it (needs some advanced photoshop skills)
-Create one yourself (either using photoshop filters etc, multiple tutorials in the internet, most of the time ugly results or you could draw them by hand, that's what blizzard does - given the fact you can draw of course...I can't)
-Buy one of the numerous texture packs out there. Most of them don't come as finished textures but texture blanks, sometimes seamlessly tiled, sometimes not. (Also very easy and timesaving, but most of these packs are pretty expensive)
[/list]

When selecting textures from your library there's one more thing you have to keep in mind: tiling.
Think about the way your texture will be tiled on the final model. In this case the texture only will be tiled horizontally (left<->right), so we have to either choose textures which are able to be tiled horizontally or make them seamless ourselves.
I'll be doing a tutorial on how to make textures tile seamlessly soon.
Not all the textures reach the side borders on this one though - the glass and iron texture don't have to be tileable in any way.









Some of these images aren't in their original state, I made the plaster texture tileable and the wood texture was made longer (not by stretching but by using the clone tool - photoshop shortcut "s").
The colors all aren't correct, but that's because we're just looking for suiting blanks right now. Images to add realistic structures to our colors.


3. Creating the texture

We got the references and we got the resources we need, so we can start working on the actual texture now.
The first descision you're going to have to make is the size. Most of you already know to just use powers of 2 as sides - 128x128, 256x256 or also 64x128 etc as long as both are a power of 2.
But which one is the most suiting?
First choose the proportions, the reference might help you. In my example you can see that one texture is pretty much square, so the file's gonna be square too.
A good general rule for the number of pixels per side is to adjust it according to the maximum size it will be taking on the screen later on: the more you'll be able to zoom in, walk closer etc, the bigger the sides should be.
As for architectural textures 512x512 is the maximum you should go. I'm going for 512x512 as well as you'll still be able to size it down easier than to enlarge it afterwards.

The following steps differ of course depending on your texture, so I'm only able  to give you just some tipps on it:
    -Work with thousands of layers. Each element gets its own layer. Every "dirt" texture gets its own layer, every color layer is seperate etc. This gives you the most power over each small part and you're able to change things without ruining the whole texture.
    -Don't delete parts of textures etc. Sometimes there's a little part missing too much and you'll regret it but can't go back that many steps. Use layer masks instead. That way you're able to crop image parts without deleting them.
    -Use lots of "dirt" textures. You'll have to play around with them very much especially at the beginning. Once you've got the hang of it you'll already know which dirt texture'll fit most but there's only one general rule when starting: try it out and then try out some more.
    -Use folders. Since you've got lots of layers you can pack them into folders, make several layers invisible/visible with just one click, move them all at once etc. Folders are very helpful if you put the right layers in them.
    -Don't forget about Layer Style! You can use it to either create realistic Shadows (Drop Shadow, Outer Glow on Multiply with dark color) or even realistic bevel (if you set the options right) even if you can't draw realistic shadows etc.

Now here's what I did:

1. Texture Layout

Using the concept graphic as a reference for proportions etc (by scaling it up to 512x512) I packed the image with the blanks, tansforming them into the right places. I cropped some parts, stretched, rotated them and played with the layer hirarchy.
I also grouped the layers into the 5 colors: DarkRed (Wood), LightRed (Wood), DarkBlue (Iron), LightBlue (Window), White (Plaster)




2. Dirt Textures

I copied all the elements inside a folder, hid the originals and merged the copies to one "master" layer. This master layer gives me room to play with settings and also saves time when I want to change a certain value. What's more by holding "ctrl" down while clicking on the image of the master layer inside the layer panel/tab I can select the not transparent values in order to create layer masks.



Now let me explain the term "dirt textures" to you...it's not a texture of dirt, close but not quite correct. You use dirt textures in order to roughen up a structure, make it seem more realistic (nothing's nice and clean, especially not architecture). Anything can be a dirt texture that looks worn. Sometimes dirt textures can be made by simple dirt brushes (black/white) or also using special colored textures.
There's no real general rule about that but it's quite a good guideline to say try sticking to either realistic worn elements that exist in real life as well or use dirt textures of the same structure family as your structure texture (i.e. another wood texture as dirt on wooden parts)
Something you've got to be aware of though: dirt textures can easily ruin your seams! Either choose seamless dirt textures when using real textures as dirt or stick to brushes (or create a seamless dirt texture yourself).




3. Coloring

We start by selecting the master layers and hitting "ctrl+shift+u" to completely desaturate them. On top of the master layer I create new layers filled with the color corresponding to the element and set the blending mode to "color" (NOT "hue"!).
Now the color palette from the beginning comes in handy. Cut it out and paste it into your texture, above all other layers.
In order for the elements to really take the color chosen you have to create a brightness/contrast adjustment layer BETWEEN the color- and the master layer and play with both the brightness and contrast value until the right color is achieved. It's very useful to hide the other parts of the texture while color correcting one (just hide the folder, that's the easiest solution)

Here's  what it looks like with the dirt textures, one step further to completion:




4. Shadows and the Rest

The last thing to do is adding shadows and some finishing touches like cleaning up the picture, fixing mistakes, refining stuff.

I can't tell you anything on those things except the shadows:
    -Use the master layer to add layer styles.
    -In order to achieve different shadows on the same element, cut out parts of the master layer.
    -Drop shadow is the most obvious tool to use, just be careful to deselect global light, since it'd affect shadows of other layers too
    -Other very helpful layer styles are the Inner- and Outer Glow, set to a dark color and "Multiply" blending mode.



And it's finished!

167
Tutorials / Re: Custom Item (Model Export, Animated Texture, Particles etc)
« on: February 19, 2010, 07:39:50 am »
Thanks for pointing that out :)
I suppose there's no tool except hex editing to do this? Of there isn't I'll just drop that part in the tutorial, since it's supposed to be for "near beginners" as it's something most people would like to do and I don't want to confuse them.

168
Tutorials / Re: [Tutorial] MPQ/Patch Basics
« on: February 18, 2010, 11:21:55 am »
Thanks, didn't know that :) I'll redo the packing part

Edit: Done, Tutorial should now be finished.

169
Tutorials / [TUTORIAL] MPQ/Patch Basics
« on: February 17, 2010, 04:51:08 pm »

MPQ/Patch Basics


Difficulty:


Beginners

Tools used:



Prologue:


The MPQ format is a simple archive format like .rar or .zip which most of you probably know. You pack multiple files in one big file.
You'll find all of them in your WoW Installation directory, inside the "Data" folder. One could split the MPQs into two parts: the graphical MPQs storing most 3d (models) and 2d (textures) art and the functional MPQs which contain mostly GUI elements (scripts as well as the pictures used) and the Client Database files: DBC.
The graphical MPQs are those directly inside your Data folder and the functional MPQs are located inside the subfolder corresponding to your language package, i.e. "deDE" "frFR" "enUS" "enGB" etc.

Patches are MPQ archives where some files might overlap with files from other MPQs or "lower" patches. Always the file version of the highest patch is taken in this case.
"Higher" and "Lower" referrs to the hirarchy of patches. it goes like this:
0->9
a->z
where 0 is the lowest patch and z is the highest.
Patch Hirarchy is stated in the patch name itself, so patches look like this:
patch-a.MPQ, patch-8.MPQ, patch-k.MPQ
It's always this format.



Summary of MPQs:


Below is a list of the most common MPQs and their content roughly summed up (there are exceptions to the content and by "common" I mean those containing data modified most of the time by modders):

Graphical MPQs:



Common
Texture files of the main game, without expansions

Common-2
Model files of the main game, without expansions

Expansion
Model and texture files of the Burning Crusade Addon

Lichking
Model and texture files of the Wrath of the Lich King Addon

Patch-x (Whereas "x" is either a number from 0-9 or a letter from a-z)
Any additionally downloaded data, overwriting files from any of the previously mentioned MPQs

Functional MPQs:


Basically there is only one really important functional MPQ:

locale-xxXX
DBC files, XML/LUA GUI Scripts, GUI Elements (Buttons, Bars etc), Loading Screens



Extraction of Data:


Open MPQEditor and go to "File -> Open MPQ archive. Navigate to the WoW/Data folder and select your MPQ.





There might be a popup regarding a "listfile" just use autodetect and use the internal listfile and click OK.



The data inside the MPQ will now be visible and you're able to navigate through the folders.
Once you found the file(s) you want to unpack mark them and rightclick on them. Choose "Extract" or use the shortcut CTRL+E and the file(s) are being unpacked in your chosen location (together with their folder/subfolder structure inside the MPQ so you might have to click through some subfolders)





Packing of Data:


Create a folder on your desktop (or anywhere else easy to access) and let it have the exactly same folder- and datastructure the patch will/should have. For example if you have modified HumanMale.m2 the modified .m2 should be located in Subfolders "CharacterHumanMaleHumanMale.m2" since this is the correct path for the m2 inside the patch.



Back in MPQEditor choose "File -> New MPQ archive". A popup will appear where you are able to define a name for your patch.



Remember the patch structure: patch-X.MPQ where X is a number from 0 to 9 or a letter from a to z. Also the .MPQ must be written in capital letters. You often have to do so by hand, as the standard is .mpq in minor letters.

In the next window, choose to build the MPQ archive from a directory and choose the earlier created folder. Your patch will now be created automatically with all the folders and data you have inside the directory.



From the following windows choose the default options, like seen here:





Once you're done you can create new folders or add new files to your MPQ by rightclicking somewhere and choosing the corresponding option.


Biggest sources of mistakes:


  • NEVER open an MPQ with multiple programs simultaneously! This includes World of Warcraft as a program!
  • Are you sure there's no "higher" patch overwriting the files you added as a patch?
  • Make sure .MPQ is in capital letters. MPQEditor has .mpq as default, so you have to write ".MPQ" at the end of your desired archive name by hand.

170
Tutorials / Re: Custom Item (Model Export, Animated Texture, Particles etc)
« on: February 17, 2010, 12:06:58 pm »
4. DBC Changes
Grab a hold of the ItemDisplayInfo.dbc because now you need to add a DisplayID for your new model so it can be used in the Item SQL DB.
It should be pretty easy to stick to http://wowdev.wiki/index.php?title=ItemDisplayInfo.dbc but I'll briefly explain the steps needed for an item anyways.
As "ID" you choose something you will remember and something that is still available. This is going to be your DisplayID.
For every objectcomponent item you only have one model - except for shoulders. So just add the model and texture path for the "left" (column 2 and 4) and ignore the right ones - except for shoulders, you add the model and texture path of the right shoulder pad there and the left one on the "left" stuff obviously.
Column 6 "Icon" refers to the path of the Icon .BLP so make sure to set this one as well.
Every other Column can be left blank or set to 0 for any regular objectcomponent Item. (In case you want sounds you can play around with Column 13)




5. Add to Patch
Now it's time to add the data you created to a patch. Here's a quick overview of the files you have to include in this patch - figure out how to create a patch in another tutorial. The items in brackets ( ) are for shoulders only, which required two different (for example mirrored) models.
    ItemModel.m2
    (ItemModelTwo.m2)
    ItemTexture.blp
    (ItemTextureTwo.blp)
    ItemModel00.skin
    (ItemModelTwo00.skin)
    ItemDisplayInfo.dbc




6. SQL
Last but not least you have to create an entry of that weapon on your private server. You could of course simply modelswap with some item but that's totally lame and it's not a really "custom" item, so we don't do that here.
The problem here is that different PS cores have different SQL structure, so there's not much to say about this in general. I suggest to you though to create a new SQL batch using the generators of http://wow-v.com/ in order to get started. Once you know which column does what for your server you can enter new items into the DB directly.

171
Tutorials / Re: Custom Item (Model Export, Animated Texture, Particles etc)
« on: February 17, 2010, 12:06:40 pm »
3. Enchantment Attachmentpoints
This is an optional step, you do not have to do this in order for your item to work. It's just that enchantments won't be visible (they still do have an effect on the stats though!)
Every item has got enchantment attachmentpoints for the enchantment visuals to be located at. You have to create those manually using the Attachmentadder.exe.
Just drag&drop the .m2 file onto the .exe and it'll start.
Now you have to add 5 attachmentpoints with the IDs "0" to "4". The Bone is always "0" except if you would have converted it using the MDXtoM2 tool with working animation, but since this tutorial covers only 3dstoM2 your model will not have any animation other than texture animation.
Now comes the tricky part: the x, y and z value. Go back to 3dsMax into your .3DS file (right before conversion), the one that is correctly scaled and rotated.
Now create a very, very small dummy box (all sides 0.01 big) and move it to the place where you'd like your attachmentpoint to be. You can now simply copy the x, y and z value of the center of this cube into the attachmentadder.exe like this:


172
Tutorials / Re: Custom Item (Model Export, Animated Texture, Particles etc)
« on: February 17, 2010, 12:05:00 pm »
2. Conversion
In order to work for the client your model and texture need to be converted to World of Warcraft file types, such as .blp (texture) and .m2 (model).




2.1. Converting the Texture[/u]
Open the texture file in photoshop and go to "Image -> Mode" and make it 8bit Indexed Color.



Go ahead and save this texture file as .png and the texture's done.
In the window where you are able to choose between Interlaced and Without go without.
Open WoWImage.jar ,take the .png file and drag&drop it onto the "Encode" field.






2.2. Converting the Model[/u]
In case you'd like to have animated texture please read "3. Animated Texture" first!
The next thing you want to do is convert the model. First of all create a new directory very close to your c: root in order to have a short directory path. I use "C:c" most of the time.
Into that directory drop your model file (.3ds) as well as the 3dstoM2.exe and go to "Start -> Run" and enter "cmd" in the popping up window and you should get to the command prompt.



Now enter "cd c:" and hit enter, "cd X" where X is your conversion directory, in my case it's "cd c".
Still in the command prompt enter "3dstoM2 filename.3ds filename.m2 filename00.skin" where filename is your model file name.
Now you just enter the number of textures your model uses, their texture paths, texture types (on items this is actually of the time "0") and texture flag ("0" if you don't want animated texture).



For further information of flags and types see http://wowdev.wiki/index.php?title=M2/WotLK

173
Tutorials / [TUTORIAL] Custom Item (Model Export, Attachments, DBC&SQL)
« on: February 14, 2010, 07:57:23 pm »
Particles and Ribbons still missing


This tutorial is suited for the creation of objectcomponent-items: helmets, shoulderpads, weapons, shields - items with an external model file without collision and mostly without animation.
This tutorial does NOT include the creation of geoset related texturecomponent items!


Difficulty:
Intermediate

Tools used:
-3dsToM2.exe
-Autodesk 3ds Max 2010
-Attachmentadder.exe
-M2Modder.exe
-Milkshape 3D
-Photoshop CS3
-WotLK Model Viewer
-WoWImage.jar




1. The Model
You've managed to create your own model and texture using one of the thousand tutorials out there? That's great, now I'm going to show you how to get this model ingame!




1.1. Reference Model
First of all you'll need a reference model in order for your model to be the right size compared to the player model.
Open up Model Viewer and navigate to the Human Model ("CharacterHumanMale") or whatever Reference Model you'd like to use.
With it showing click on "File -> Export Model Snapshot" and save it as .ms3d extension, since the other ones seem to be broken.





Model Viewer now exports the model with its UVs intact and the used texture files to your preferred location.
Start up Milkshape 3D and open the newly created reference model. Go to "File -> Export -> Autodesk 3DS" in order to save the model as a file format 3ds Max can handle easily.



In 3ds Max you can now choose to import this reference model and using the scale tool you can size your item down to fit the reference model in size.






1.2. Correct Rotation



Using my RotationHelper.png it should be easy for you to rotate your model correctly. Something you shouldn't forget either is that the center of the document (where the fat black lines cross) is equal to the attachment point on the model, so make sure to line your item up right so it fits the model afterwards.




1.3. Export Option[/size]
In order to be able to export the model right you need to transform all polygons to triangles (this will have no negative effect on your UV maps or textures, don't worry if you haven't done it up to now)
The easiest way to convert all polys to tris is using the "Subdivide" Modifier. Apply it to your model and use an enormously big value as size. I use 100000 most of the time.



Once this is done and your desired item object is selected simply go to "File -> Export Selected" and save it as a .3DS file. In the upcoming window make sure to have the check on preserving the texture coordinates.


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