| Customizable Textures Guide; How to make your own customizable textures | |
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| Tweet Topic Started: Jun 11 2013, 06:57 PM (2,758 Views) | |
| robhal | Jun 12 2013, 07:04 AM Post #11 |
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Pegasus Ryu Sei Ken!
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@BrutalAce: Thanks for the tips bro. |
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| MaesterWar | Jun 12 2013, 07:13 AM Post #12 |
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sweet tutorial dude, this is very much appreciated. |
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| Deleted User | Jun 12 2013, 09:32 AM Post #13 |
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@Robhal Your welcome bro ![]() @War Thank you bro and your welcome
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| robhal | Jun 12 2013, 09:26 PM Post #14 |
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Pegasus Ryu Sei Ken!
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@BrutalAce: Thanks to your guide, I had made the Fei Long mod can be fully customized. Please see it if it is good or not. |
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| whichother | Jun 24 2013, 11:34 AM Post #15 |
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Hi, I'm following your pdf tutorial, I have three questions, please, no hurry, when you have time: 1- I'm using gimp, I can't understand how to isolate channels for select more parts in the same object, my texture dds from SSF4AE isn't layered, or it is? 2- About the singol color-for-part customization, I have the hue-saturation parameters, but apparently no way to get the green and blue channels to white, at least not in the same gimp tool (I posted a pic) 3- Can I get the cyan, just for what I need to color customization, leaving the rest of the dds of the original texture color? thanks
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| Deleted User | Jun 24 2013, 02:30 PM Post #16 |
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@IllbeRightNow Hi mate ![]() 1) Unfortunately I don't have Gimp so I don't quiet know how to achieve that, perhaps you can search google for how to select multiple parts or save selection in gimp or see these pages maybe they help you http://www.gimptalk.com/index.php?/topic/24105-how-to-save-selection/ http://libregraphicsworld.org/blog/entry/saving-and-restoring-selections-in-gimp I think that's what you're asking right ? 2) It's no big problem, just complete your hue/saturation work without making the green and blue channels white then once you flatten your image go in green and blue channels and erase everything using eraser this will make them white. 3) Yes but they should have different mesh names like in Ryu's case (obi)(ware) is a single object but has two distinct names for two meshes so you can apply two different shaders on them like SpcBumpBrush_UV1_W on (obi) which will make it non-customizable and take colors directly from dds and SpcBumpBrushColorR_UV1_W on (ware) which will make it customizable and needs to be put behind cyan color. But you can't make same name mesh like (pants)(pants)(pants) separately customizable because when you select customizable shader for pants then you have to put every texture related to pants behind cyan. There are two solutions to this problem, one is already written in guide that you should use SpcBumpBrushColorRGB_UV1_W shader which allows three customizable colors per part but you have to prepare your dds file with properly cyan, magenta and green color. The second solution is more advanced that you extract the whole part as smd and then give it separate material group like (pants)(pants)(pants) can be changed to (pants)(belt)(buckle) so you can apply 3 different shaders on those materials in your emm files. |
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| robhal | Jun 24 2013, 05:35 PM Post #17 |
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Pegasus Ryu Sei Ken!
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@IllbeRightNow & BrutalAce: About the part, "The second solution is more advanced that you extract the whole part as smd and then give it separate material group like (pants)(pants)(pants) can be changed to (pants)(belt)(buckle) so you can apply 3 different shaders on those materials in your emm files.", You can also change the material name like "(pants)(pants)(pants)" to "(pants)(belt)(buckle)" using hex editing. That's what I do with Abel Yashiro mod. |
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| Deleted User | Jun 24 2013, 07:57 PM Post #18 |
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@Robhal Yes bro I know but the hex editor way will only rename the mesh not change the selection (it will be same as done by Capcom or the modder who made the costume) but sometimes it is required to change the selections or make your own new selections so in order to do that you should extract the object then modify their selections and assign them to new material group or keep them in same material groups but change their assignments.For example consider Abel's body here, the body_skin-2 material group contain these vertices (as shown highlighted in picture first picture), but what I want is to make a material group or modify existing one to only have arms vertices and nothing else so I assign body_skin-2 vertices to body_skin-3 which will make body_skin-2 empty then I will select only arms vertices manually and assign them to body_skin-2 now since body_skin-2 has only arms vertices so I can rename it to "arms" or anything else and then make new "arms" entry in emm files and play with it as I like. ![]() ![]() NOTE: We should be careful that the new selection we are making or any modified selection should have 24 bones assigned to it as it will lead to corrupted conversion later. When you keep working with SF skeletons you can easily figure that out by looking the selection otherwise SMD2EMG will warn you about it. |
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| whichother | Jun 24 2013, 11:40 PM Post #19 |
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1- yes! wow, thanks! 2- wow! yes, thanks! 3- ok, I think I get it, this is the reason because I can't get the second color to Rufus 8ball.. I finish him with just pandora, otherwise, his body need to have black, white, red, yellow and skin color .. Rufus Majinbuu also have the colored texture on body, impossible to me right now, maybe is reacheable with the second method.. at moment too advanced for me, I'll apply my first customization to an easier mod.. thanks so much!
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| robhal | Jun 28 2013, 11:11 AM Post #20 |
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Pegasus Ryu Sei Ken!
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Bro, how exactly do you select those tribal marks? Because when I tried, the black color around the marks also got selected. I only need those things for finishing touch for the Sakura mod (thanks to Khaled for fixing number of issues). |
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11:04 AM Jul 11