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Author Topic: 07 - Editing Textures with Alpha Export/Import  (Read 11821 times)

Steff

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07 - Editing Textures with Alpha Export/Import
« on: December 08, 2012, 01:08:45 am »

Introducing



As we learned in the last tutorial, WoW uses transition data to create the texturing. You can have 4 textures on every chunk and there are 3 transition layers between them. So if you edit the texture in noggit you change these transition layers.



For people with some skills in an image editing application like photoshop there is a way to do texture editing much faster. You can export this 3 layers to PNG grayscale images, edit them inside your image editor and import them again. In this tutorial we will learn how to do this. I will use photoshop but you can use any image editor you like that is able to work with PNG files.

ADT Preperation



If we want to do alpha texture editing we need an ADT where every chunk is filled with a texture. Also every layer must have the same texture. The easiest way is to use my ADT template included in the

toolsADTAdder

folder if you create your new maps with ADTAdder. We will cover this task in one of the next tutorials. For this test we will just use the testmap test02 out of the modding pack.




Export the Transition Layer with FuTa



In the tools folder you find the tool FuTa. It can import and export the transition images.

Before you do your first export you should check if the export format is grayscale image.
If not set select:


>> Open FuTa
>> Settings > Alphamap > Format > Grayscaled

Now we will export all 3 transition layers of one of the testmap adts.

>> Open FuTa is not already done
>> Select MENU > File > Open
>> Load the maptile test02_32_32.adt
>> Click the plus icon in front of the ADT inside the file list.
>> Select the suboption Alphamap.
>> Hit the export button on the bottom right of the window.

FuTa will now extract the 3 images and store them inside the path your ADT is located.

They are named:


test02_32_32_layer_1.png
test02_32_32_layer_2.png
test02_32_32_layer_3.png


Edit the Images



We will create some marble grass layer all over the ADT build out of 2 different grass textures and blend them with photoshop filters. So let us think about this. We have dirt on layer 0, then grass1 on layer 1 and grass2 on layer 2. The top layer of rocks should just be invisible.

So we need to edit the transition layers between layer 0 (dirt) and layer 1 grass 1 and between layer 1 and layer 2 (grass2). As the layers are empty now we can leave the last as it is, because we dont want to see the rock texture now.


So lets start.

>> Open Photoshop.
>> Load the test02_31_31_layer_1 alpha image.
>> You now get a 1024 x 1024 pixel image that is just black.

Quote
The exported alpha images are grayscale images. That means they only contain "colors" between full black and full white. On black parts of the image the underlaying texture shines true. On white parts you see nothing of the underlaying texture. Only the texture above.

So the Layer we have opened now is the transition layer between grass 1 and dirt. So black means you see dirt and white that you see grass. We will now use a photohsop filter to auto generate a basic marble transition.

>> Make sure you have selected black and white as foreground and background color. To get this 'save' just press the small black/white icon beside the current selected color box.
>> MENU > Image > Image size > Set new size to 4069 x 4069 pixel
>> MENU > Filter > Render Filter > Clouds (1)
>> MENU > Filter > Render Filter > Different clouds (2)
>> Press CTRL + L to open levels
>> Changing the levels like this should result in something like image (3)






1

2

3




>> MENU > Image > Image size > Reset image size to 1024 x 1024 pixels
>> MENU > Layer > duplicate layer
>> Selet layer on top if not already done
>> CTRL L to open levels
>> Changing the levels like this should result in something like image (4)





4

5




>> MENU > FIlter > Blur > Gaussian Blur
>> Set value to 5 and press OK. Should look like (5)

Now we have created the 2 transition layers we need.
Save them both somewhere. The first as 1 the second as 2 in PNG format.


Import the Layers Again



Now we have to reimport the 2 transition images again into the ADT.

>> Open FuTa.
>> Load the ADT again. You can use the recent file list in the file menu.
>> Open the Alphamap view where the first layer is now selected.
>> Click the import button and select the image of Layer 1.
>> Repeat this with the second.
>> Save the ADT over MENU > File > Save

We dont need to import the third one because we dont want to see the rock texture at the moment.
Now lets have a look at this. Open Noggit and load the test02 map.
You should now see something like this.




This guide has been completely proof-read and corrected in grammar by Mountainlion. Feel free to message him.


Next >> 08 - Holes and impassable tools
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Insanity

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Re: 07 - Editing textures with alpha export/import
« Reply #1 on: October 05, 2013, 08:26:39 pm »
Have you experienced this issue, where FuTa doesn't quite import all of the layer and leave black chucks?  I have managed to get around it just by luck because I found a png file that imports in full.  Once I have a one clean imported I can re-import the layer I actually want in there to replace the temporary one.
I did a quick search but I didn't see any similar issue, my apologizes if overlooked the answer.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: 07 - Editing textures with alpha export/import
« Reply #2 on: October 06, 2013, 11:15:56 am »
Hm, no I havend had this bug.
And i do much futa work. I will have an eye on this.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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Insanity

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Re: 07 - Editing textures with alpha export/import
« Reply #3 on: October 08, 2013, 02:07:17 pm »
Thanks, I thought it might just be something specific to laptop and when I use all the same files on a different computer is renders fine.  So I guess no more futa for the laptop.

I do have a follow up question.   When working with multiple adt what do you recommend:
(A)   create one big picture file and afterwards cut it up into 1024 x 1024 pieces
(B)   go with a tile-able approach (so make of the all borders identical and just manipulate the inner 90% of the 1024 x 1024 picture)
(C)   or something completely different.
I tried using a large picture (14336 x 14336 pixels) but the results were a little too random.  I had a hard time transitioning from the “Render/Cloud” filter details to the “by hand” detail area.  Is it mostly a matter of practice?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: 07 - Editing textures with alpha export/import
« Reply #4 on: October 09, 2013, 12:13:31 am »
I creat my patterns in single adts and save them in sets. Liek gras set with 2 layers o different rocks.
Then ill crate a big image and build up the futa layers here.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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fearless_wind

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Re: 07 - Editing textures with alpha export/import
« Reply #5 on: January 04, 2014, 10:09:53 am »
Deleted
« Last Edit: January 04, 2014, 01:36:00 pm by Admin »

Steff

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Re: 07 - Editing textures with alpha export/import
« Reply #6 on: January 04, 2014, 12:35:47 pm »
You can export the layers and try to get the chunks on ony layer. Blizzards editor uto cares about the order so the layers jump funny on every chunk.
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fearless_wind

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Re: 07 - Editing textures with alpha export/import
« Reply #7 on: January 04, 2014, 01:34:28 pm »
Thanks for help.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »