Adventures In Texture Editing

Also, in addition to velius helms, I think that hair is actually a weapon model attached to your head. You can equip hair in your primary and carry around little wigs.
Maybe Fake Beard should be made PRIMARY SECONDARY, Waldoff...
 
Also, in addition to velius helms, I think that hair is actually a weapon model attached to your head. You can equip hair in your primary and carry around little wigs.
If this were possible, I would equip white hair in all slots for a character named Yeti. Or at the very least, run around with only hairy pants equipped.
 
Was just working on a quick S3DSpy replacement ("EQGExport") by coincidence. Has proper scrolling, multiple non-contiguous selections, consistent prompts, right-click context menu to bring up the options (rather than fixed position buttons). Also does the automatic "jump to first match of what I'm typing" thing (not sure if you're thinking of some other kind of searching -- searching across multiple s3d/egq's would probably be pretty slow). Might add extension filtering (if you just want to see e.g. .bmp files). Was considering adding drag-and-drop support but ehh...

Should probably have that and a wld particle data editor (with integrated export/import handling) out by the end of the day.

Not sure about Texture Adder thing, will need to go back and look at it again.
 
Was just working on a quick S3DSpy replacement ("EQGExport") by coincidence. Has proper scrolling, multiple non-contiguous selections, consistent prompts, right-click context menu to bring up the options (rather than fixed position buttons). Also does the automatic "jump to first match of what I'm typing" thing (not sure if you're thinking of some other kind of searching -- searching across multiple s3d/egq's would probably be pretty slow). Might add extension filtering (if you just want to see e.g. .bmp files). Was considering adding drag-and-drop support but ehh...

The "jump to first match of what I'm typing" thing is leaps and bounds better than what S3DSpy can do. A comprehensive search across all .s3d files would indeed be nice, but I see what you mean about it probably ending up ridiculously slow. Extension filtering couldn't hurt, just make sure you don't overlook the fact that post-Luclin textures all switched over to the more flexible .dds image format, so make sure that's included too! As for drag-and-drop, I am a weirdo who actually uses this function a lot, and it has given me fits with S3DSpy; in that program, if I drag and drop multiple files, instead of giving me a catch-all prompt to overwrite all, it asks about one item, then inserts that item, then asks about the second item, then inserts that item, and so on. It becomes tedious when working with huge batches of textures. But whatever you whip up sounds like it'll be miles ahead of dear old clunky S3DSpy, so I look forward to it. ;)

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And now for a little texture showcase. I've whipped up two variants of the Snow Bunny model (yes, that's its official name), and I could picture both being useful for SoD purposes.

First up is a brown rabbit. I probably didn't get the saturation and hues quite right because it ended up looking a bit like a chocolate Easter confection, but it could easily be tweaked if it were deemed usable. This little fellow could easily find a home in a forest zone like the Greater Faydark or Plane of Earth.

SnowBunny-Brown_zpsb3282cfb.jpg

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Second in line is a salt-and-pepper variant of the Snow Bunny model. This one is definitely eye-catching, and the undercoat looks especially nice. Again, such a texture variant could have multiple applications across Dalaya zones, or could be reserved for some special mob if any staff members has something in mind.

SnowBunny-Black_zps4f0d4c87.jpg

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Finally, I also made a white variant of the Blood Raven model, a.k.a. the lamentably squishy Ranger pet. I had a dove in mind when making this, but it probably looks more like a seagull due to the beak shape. (I am incapable of modifying wireframes, so it's not as though I can shrink down the beak to be more dove-like.) This could fit right in near seashores, in City of Mercy, and especially surrounding the various boat docks across Dalaya's cities. Unfortunately, due to the bizarre habit our client has of rendering shadows/shade as a dull pink color (look back up at the salt-and-pepper rabbit to see what I mean), this texture variant looks pretty weird at night since its coloring relies so heavily on white, the color that is most susceptible to pink discoloration at nighttime or in dark areas.

BloodRaven-White_zpsb795d4e6.jpg
 
I want heartlands bunnies!

or even better yet, a bunny war like the one with the newbie mob factions in Tipt. (Valk and... bugs?)
 
Really looking forward to trying this out once I get home this afternoon. Would fire it up right now if I didn't have a lousy day of observing high school classes ahead of me. :(
 
Amazing work with the .wld program Zaela.

I'd like to toss in the idea of stealing all the various merchant outfits that are used on the old models...those would enable tons of new armor graphic possibilities on old character models. Imagine an actual graphic for cloth armor by using the current merchant skins.

I'd be very curious to see the various guard uniforms as a texture set, although they'd be limited to male models. The unique guard helmet sets would be really cool as well...especially the halfling deputy hat.

The idea of a 'rotted flesh' item being a zombie/mummy/ghoul skin could be pretty unique too. The same would go for a fur bracer or fur boots.

Also, the whole possibility of cross-race Velious armor textures is now very appealing too...I know Grinkles looked into that somewhere in this thread!

Looking forward to more results!
 
And now for a little texture showcase. I've whipped up two variants of the Snow Bunny model (yes, that's its official name), and I could picture both being useful for SoD purposes.

As usual Grinkles, amazing. All 3 look really cool. Can't wait to see them in the game perhaps!
 
I'd like to toss in the idea of stealing all the various merchant outfits that are used on the old models...those would enable tons of new armor graphic possibilities on old character models. Imagine an actual graphic for cloth armor by using the current merchant skins.

I'd be very curious to see the various guard uniforms as a texture set, although they'd be limited to male models.

Looking forward to more results!
There are, unfortunately, some problems with custom armor sets, great as they'd be. The main one is simply that some heathens insist on using those awful Luclin models, which of course use completely different texture sets. I don't know how they'd align, and the .dds files of Luclin are much more difficult to edit convincingly.

Also, male sets can often be used for female models, though the opposite is usually not the case due to cleavage and/or shading that accentuates or implies breasts. The problem with the female Qeynos Citizen sets is that their chest pieces all show bare skin, which would obviously not work with Dark Elves, Erudites, Trolls, and so on. Colorization could fix this, but it'd be very time consuming. Some male sets show bare arms and such, too.
 
There are, unfortunately, some problems with custom armor sets, great as they'd be. The main one is simply that some heathens insist on using those awful Luclin models, which of course use completely different texture sets. I don't know how they'd align, and the .dds files of Luclin are much more difficult to edit convincingly.
Those heathens might reconsider their situation once they realize how cool the old-world models are with new textures!

I threw the dwarf guard's skin on a female dwarf for kicks... here the result.

There was also this nifty dwarf king skin I couldn't resist... the belt looks like it's not aligned right though.




It'd take some work, but there are male/female merchant models that would work for each individual race... I wouldn't quite get into cross-race texturing yet as I agree that could get messy with the skin tones.

I might mess around with more later...here's a raw list I had from my old server:
Code:
Race    raceid char_loader               male char_string
Human    44    freporte_chr     fpm
Wood Elf    112    gfaydark_chr          gfm
Dark Elf    77    neriaka_chr           ngm
High Elf    106    gfaydark_chr          fem
Barbarian    90    halas_chr             hlm
Erudite    78    erudnint_chr          egm
Halfling    81    misty_chr             rim
Dwarf    94    kaladimb_chr          kam
Gnome    88    steamfont_chr         clm
Half Elf    67    highkeep_chr          hhm
Iksar    139    warslikswood_chr      icm
Troll    92    oggok_chr             grm
Ogre    93    oggok_chr             okm
*Edited as I just realized how dark the pictures were.
 
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Left drag and drop out of S3DSpy replacement (seems quirkier than it's worth in the gui library I was using). Went with a generic partial text match filter rather than an extension filter -- can type in whatever you want to filter against.

http://www.shardsofdalaya.com/EQGExport.7z

Added particle data editor thing to the WLD editor set, still here.
Zaela, I'm only just beginning to tinker with your nifty program, but one thing struck me straightaway -- it seems not to have an image preview feature. I use this feature all the time in S3DSpy, and while it has some kinks of its own in that program, it beats guesswork when you're not 100% sure which texture you're looking for right off the bat. I may end up using S3DSpy for that job and then shift all the heavy duty stuff to your EQGExport.

Have you considered implementing a preview feature in the long run, a la S3DSpy (ideally without its shortcomings)? Maybe I rely too heavily on previews and am overemphasizing the importance of this, but it seems there'd be plenty of room for a separate area to the right of the two columns where the most recently selected image could be displayed either at 100% resolution or compressed to, say, 500x500 or smaller. Perhaps an indicator as to the true resolution would also be in order, though I have no idea how complicated such things are. I imagine it'd be difficult enough to get working previews of .dds files as it is.

So glad you've shared your work with us underlings. :)
 
Well, as I said, it is just a quick replacement made primarily because S3DSpy was crashing when I tried to insert things (.wld's) into certain files. Graphics programming is a whole other ball of wax, will probably take me longer to figure that out and get it right than it took to make the rest of the program.

I'll probably look into it, I have nothing better to do.

(I think I tried the preview on S3DSpy one time and it didn't work, never tried again. I just extract things if I want to see what they look like.)
 
Zaela -
Ditto on requesting an image viewer similar to S3DSpy. It saves a couple clicks over extracting. :)

I'd still love to see if you could add a search across multiple files, even if it's slow. It would help in those few times you can't find a texture model added in a later expansion.

Lastly, I'm wondering if it could be possible to add in any sort of pre-filtering within a single file. Could you have a file load sorted by the 2/3 letter npc name, ex. 'dwm' for dwarf male, and then when you click on that you get texture sets 0,1,2,3,... I'm not sure I'm explaining that very well, but perhaps something like a drop-down tree structure. This would be wonderful to be able to click on any parent level and extract those files.


Example:
in Global_chr

dwf [clicking here gets all dwarf female textures]
-0 [clicking here gets all dwarf female texture 0 files]
-->dwfch0001 [clicking here gets single file as normal]
-->dwflg0001
-->....
-1
-2
dwm
-0
-1

Really appreciate the work putting together the programs!
 
Also, in addition to velius helms, I think that hair is actually a weapon model attached to your head. You can equip hair in your primary and carry around little wigs.

Announcing new mini expansion "Mischievous Hairstylists from Beyond". The Plane of Mischief has been overrun by a cartel of pan dimensional barbers, saloon stylists, and "cosmetic scientists" hell bend on bring a bad hair day to Dalaya. A bad hair day... of death! Battle mighty bosses like Bowl Cut Bane of Childhood Photos, Dye Job, and Mohawk the Disrespectful. Be not reckless where you tread for pitfalls into the often confusing and terrifying Maze of Adult Grooming Issues await you around every corner. Can you overcome the seemingly inevitable triumph of Bald Spot or will you, with the help of the Rogaine Brigade, fight back?

Read what players think:
Tester Catbeard said "these fights are a real close shave"
""bad hair day of death?" are you asshats even trying anymore?" said anonymous
User Nolifer says "this expansion was so easy. it is just clear, rinse, repeat."
 
Hokay: now with basic image viewer area.

I gave up trying to make them originate at the upper-left rather than the lower-left for now, maybe tomorrow.

I'm not sure what all limitations S3DSpy's viewer had for me to be avoiding!

edit: also made the filter update as you type it since having to click the button was dumb
 
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Lastly, I'm wondering if it could be possible to add in any sort of pre-filtering within a single file. Could you have a file load sorted by the 2/3 letter npc name, ex. 'dwm' for dwarf male, and then when you click on that you get texture sets 0,1,2,3,... I'm not sure I'm explaining that very well, but perhaps something like a drop-down tree structure. This would be wonderful to be able to click on any parent level and extract those files.

I could maybe see doing something like that. BUT -- files with non-character-model data/images are not nearly as consistent in their naming, so it wouldn't be usable there. Would prefer to keep the interface consistent. Setting the filter to "dwf" and shift-click selecting whatever subset you want out of that should be good enough, really. (You could technically use Lua pattern matching syntax in the filter -- e.g. "dwf%a%a01" would match anything with dwf followed by any 2 alphabetic characters followed by 01 (i.e. everything for dwf texture 01) -- but that's not very friendly for non-programmers, I guess (nor for non-Lua programmers who would expect regex syntax instead...))
 
The %a method for searching works wonders! Much better than what I was doing with S3DSpy. I'll need to remember that trick.

I came into some problems earlier when attempting to squeeze a Female Ogre into a Female Qeynos Citizen getup. EQGExport extracted the latter textures just fine, but everything beyond that was rocky. I tried to insert all the new textures into the .s3d file with their new Ogre Female (ogf) prefix, and they went in okay, but the problem is that no prompt came up asking if I wanted to overwrite the old ones. Instead, the new ones coexisted alongside the old ones, which I didn't even think could be possible given that their names were identical. I then tried to delete them all to start fresh, thinking maybe you intended for us to delete old textures before injecting new ones, only to realize that EQGExport seems to be unable to delete files whatsoever when the "Delete Selected Files" entry is chosen on the right-click menu! I ended up having to wipe the .s3d and start fresh with a backup copy, and even then I think I only managed to achieve actual in-game results by using S3DSpy to pick up the slack.

Did I do something wrong? The only thing I can think of is that perhaps by having S3DSpy looking at the same file and running at the exact same time, that EQGExport was unable to delete files in that .s3d. Maybe I'll give it another go tonight...
 
Instead, the new ones coexisted alongside the old ones, which I didn't even think could be possible given that their names were identical.

Ah, I didn't think of that. Will need to refine the import a bit.

Not sure about your problem with delete -- it works fine for me. It's just writing to the s3d/eqg as it normally does, just with the selected files being left out.
edit: I see it now, delete isn't playing nice with the filter. Will fix.

Other stuff: right now I'm adding a filter for the s3d/eqg list and a multi-file search that will respect it. Will have two modes: stop at first match, or go through all the files exhaustively and compile a list of all matches.
 
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