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Retexturing walls

Posted: Wed Oct 24, 2012 12:33 pm
by Asteroth
Greetings, I am pretty much very new to any kind of editor and completly incapable of any kind of digital modeling. I am trying to make a simple but atmospheric new dungeon (I'm almost certain to be asking other questions in the future) called The Rise of Simon. I read the retexturing tutorial ,great stuff, and tried to apply it to making (or altering) a wallset. I wanted to take dungeon walls and make them darker and more corrupt seeming I was thinking possibly turning the moss suitable shades of red to make it look like blood, but at very least needed to make the stone a dark grey or blackish shade. However I ran into a some big problems. First, dungeon wall seems to have no base texture file, prison has prison_wall_dif.dds I believe temple also has one but not dungeon. Just to see how the alterations would go I used brickwall_stone_root_dif.dds . And second, after starting the alterations I found no way to go about even the most basic steps, unfortunately the wall is not divided into convenient parts or layers so there was no way to alter specific parts. I've seen the Northern and High temple wallsets by the awesome daniv I know it must have been terrible to create, but I'd like to know the basics of how to do such a thing.

P.S. Bonus points to anyone who can give tips on how to scrawl hate on the wall in blood. Part of the wall or another asset I wonder? :?:

Re: Retexturing walls

Posted: Wed Oct 24, 2012 12:58 pm
by Neikun
brickwall_stone_root_dif.dds is the dungeon brickwall dif texture.

Re: Retexturing walls

Posted: Wed Oct 24, 2012 1:26 pm
by Daniv
Load the model you want to retexture into the GMT and make a note of the names of the materials used for that model. You can then open the materials.lua file found in the asset pack with notepad and use edit/find... to search for those materials. Once you find the correct material definitions you'll be able to copy them to your own materials file in your dungeon's scripts folder. Once there, you'll be able to rename them and see which image files you'll need to copy and edit to create the look you're after.

If you only want to do something simple like change the colour, then you can save a lot of time and memory by only modifying the _dif and _spec images, and leave the _normal definitions the same as the original ones. You may even find that the original _spec images look good too, especially if they're greyscale, so that's even less work to do.

You'll find that a lot of the models use the same materials, which makes it easier as you tick each model off the list.

Re: Retexturing walls

Posted: Thu Oct 25, 2012 1:47 am
by Asteroth
Ok, so now I get how to know what to mod (I wonder why dungeons base is named different?) but is there any viable way to change colors of part of the same image? Through hue/saturation I got the the moss a bright red, unfortunately the whole rest of the image was a duller red. As with the fire lizard in the texturing tutorial. I knew this would happen so I went on a whole odyssey to color only parts. Select by color was promising, but I could never get enough moss even when shift selecting more.

Re: Retexturing walls

Posted: Thu Oct 25, 2012 10:15 am
by juho
Asteroth wrote:Ok, so now I get how to know what to mod (I wonder why dungeons base is named different?) but is there any viable way to change colors of part of the same image? Through hue/saturation I got the the moss a bright red, unfortunately the whole rest of the image was a duller red. As with the fire lizard in the texturing tutorial. I knew this would happen so I went on a whole odyssey to color only parts. Select by color was promising, but I could never get enough moss even when shift selecting more.
Sorry about the poor naming. Dungeon was the first wallset I made for the game and I went through pretty many iterations and the naming got left a bit incoherent.

Maybe you should look at some basic Photoshop (or whatever software you're using) tutorials. On the case you described, I'd do some combination of color range selection, lasso tool magic and some custom masking.

Re: Retexturing walls

Posted: Thu Oct 25, 2012 10:34 am
by juho
Check this out. It may help you a bit: viewtopic.php?f=14&t=3899

Re: Retexturing walls

Posted: Thu Oct 25, 2012 11:56 am
by Neikun
You wouldn't happen to still have the old wall set models and textures would you, Juho? o:

Re: Retexturing walls

Posted: Thu Oct 25, 2012 12:03 pm
by juho
Neikun wrote:You wouldn't happen to still have the old wall set models and textures would you, Juho? o:
I think I have them buried somewhere in the backup server. But they are a bit too embarrassing to put out, because I was still "searching" the look of the dungeons. :D

Re: Retexturing walls

Posted: Thu Oct 25, 2012 12:24 pm
by Neikun
Haha. Okay, Juho.

Re: Retexturing walls

Posted: Thu Oct 25, 2012 3:14 pm
by Asteroth
Alright, I think I'm beginning to figure out how to do it, albeit clumsily. Just to help beginners like me, I'll state what I've done, I use GIMP for image modifying.First I opened the base wall texture file in GIMP. Using color select I gathered up mossy areas, it was difficult and required zooming. Then I copied them and pasted them to a new layer, their were some difficulties at this stage. Then I cleaned up stone portions that slipped into the new layer, this can be accomplished with color select or lasso. Repeat step with stone making three layers. After that adjust color to satisfaction in each layer (presumably not the original layer).