杀气丶 发表于 2016-7-9 08:45:30

Editing Textures (Updated For 2015)

this guide will show you how to edit l2 textures and get you started with l2 client modding things you will need -unreal runtimel2encdecl2 file editphotoshopphotoshop dds plugin (just incase)umodel----------------------------------------------------------------------------------to start out, pick a texture you want to edit. i will be doing this on interlude.navigate to your systextures folder, and select a texture. in this guide i will be using mfighter (textures of armor/hair face of human fighter male, ffighter for female, etc) create a new folder, and extract umodel in that new folder (sdl dll, umodel exe)create a bat script with the following code -umodel -export -all MFighter.utxafter you did that paste (copy your file you want to edit and paste it in the folder with umodel)http://puu.sh/j3o6j/57ecfabcdb.png run the bat script and you will see all the extracted content is in your umodel export foldernavigate to umodel export -> mfighter -> texturehere you will see all the textures for human male fighter now, to find the armor you want to edit, you need to know the id of it. this can be found through your l2j server or from finding it in your item name file. in this case, we will be using draconic leather armor (6379)after you found the id through either method, open armorgrp and find the id of the item (6379)http://puu.sh/j3os0/7472846eef.pnghttp://puu.sh/j3ovd/8852d3b061.pnggiven this info, we know that draconic uses mfighter_m011_u/l for its mesh (animation, shape) and that the texture code for it is t89 (so all other pieces of this armor set is t89, making it easier to search) search for 't89' in your extracted texturesori = main texturessp = lighting/specular maskyou usually want to edit only the _ori texture unless it doesnt exist in that case you can edit its _sp texture let's start with the body piece, so open the _u_ori in photoshop (u is or upper, l is for lower, g is for gloves, b is for boots)http://puu.sh/j3oFU/454bb721ed.jpg we will start by making a selection around the skin (neck area) so the skin in game doesnt turn into some weird coloruse the pen tool (press p or find that icon) to make a selection around it. i personally like using pen because it allows more accurate selectionshttp://puu.sh/j3oLp/908d58a9c0.pnghttp://puu.sh/j3oQx/d71fbb9c0f.pngthe red dot is your starting point and ending pointthe blue arrow shows where your next point should be (click+drag to curve)the green point and arrow shows about where you should end and how you close ithttp://puu.sh/j3oTs/e810beeab2.pngnow do the same for the other part when finished, right click and choose 'make selection' and press ok with the default settingshttp://puu.sh/j3oWa/33f6a862a0.jpg press ctrl+J to duplicate the selected parts and deselect your selection (ctrl+d)http://puu.sh/j3oXg/6b6b41f785.png duplicate your background layer by selecting it and pressing ctrl+Jyou should be working on the copy layer (select it in your layer panel) in case you mess uphttp://puu.sh/j3oZT/9678606efe.png you can edit your texture in many ways, but i will be showing a very simple way of recoloring your texture. we will be making it blue.press ctrl+u to bring up the hue/saturation menuhttp://puu.sh/j3p4w/789cdda13c.png slide the hue around to see what different colors you get until you are satisfied. saturation and brightness is not necessary for most cases. editing the hue is more effective without precise selections because it effects the colors more than black/whiteshttp://puu.sh/j3p79/d6d2d97147.jpghttp://puu.sh/j3p6L/d82f19a646.jpg after you finished changing the hue, noticed that the little 'eyes' on the armor are kinda fucked. we will fix that the same way we did with taking out the skin using pen. after you make your selection, press DELETE and it should look like thishttp://puu.sh/j3pom/8105063105.jpg finished? save it somewhere (desktop or whatever) as tga or dds (use settings below for dds and default for tga)http://puu.sh/j3pqK/51ce4b67fe.png after you saved it, find the _sp file for your armor and copy/paste it in the same area with your edited texture open unreal editor (found in where you installed your unreal runtime -> system foldershould look something likehttp://puu.sh/j3pwq/80ebe500ad.jpg go to file -> importimport your 2 files (the ori and the sp) make your settings something like thispackage = utx namegroup = package within the utx (for organization)name = name of the file (just leave it)compression = usually dxt3http://puu.sh/j3pzV/8f9ab04167.png if the ori file has a alpha layer (which usually ori files tend to have) right click on it and select propertieshttp://puu.sh/j3pCE/4a0d106a4c.jpg expand the surface options and make it alphaTexture=truethis will prevent in game bugs with being invis and teleportinghttp://puu.sh/j3pEH/9fc717a21c.jpg go to file -> new and make the settings similar to thatname = your shader name (i keep it like that to be organized, because that is very important)notice in armorgrp it ends at _u instead of _u_ori or _u_sp because now you will combine the 2 files in a shaderhttp://puu.sh/j3pHj/77e08dc2ab.png diffuse = main texture (usually ori)opacity = alpha texture (usually ori)specular = effect (usually a env map)specular mask = (your _sp file)self illumination = effect 2 (like a panner or something)self illumination mask = mask for your 2nd effect (_si)   * note that self illumination is a bit 'heavier' on the effect because it doesnt take out the blacks in it while specular does http://puu.sh/j3pJI/fcc5a565ce.png select your main texture in diffuse and press 'use'repeat for opacityfor specular and specular mask, do the same but select your _sp fileoutput blend should always be ob_masked IF your shader uses a opacity layer! if you don't use opacity leaving it at normal is finetwoSided should ALWAYS be truehttp://puu.sh/j3pQK/ace519bab8.jpg next, go to file -> new and here we will create your env map. make the name like env01 or effect or something and the group would be 'effect'. the materialClass should be TexEnvMaphttp://puu.sh/j3pXZ/b8087765da.png right click on your empty envMap and select properties if you closed out the window or something. this is about the same as putting your textures into shaders. for the 'material' box, we will create a lighting texture for it to get that glossy effect in gamewe will repeat the first few steps with extracting except for a file named cubemaps and goldcubes (found in systextures)do the same and extract the contents of itfind s-07-1http://puu.sh/j3qdc/35353ba93e.png do the same with the hue editing and make it blue EXCEPT use colorize to do itsave file after and import it in your Effects group (use same settings, skip doing the alpha part)use that as material for your envMaphttp://puu.sh/j3qgG/12bc4aec73.png http://puu.sh/j3qjg/8ac07e1f57.png go back to your shader and use your envMap for your specularhttp://puu.sh/j3qkR/1a917e0b94.jpg save your file in the same folder you put l2encdec inafter, create a bat script likel2encdec -e 121 MxcGuide.ukx run the batyou will see enc-TextureNamemove the enc- file somewhere elsedelete the enc- part so its only TextureNamemove it to systextures lazy mans script (warning - badly coded but works) -SET FILENAME=MxcGuide.utxl2encdec -e 121 %FILENAME%DEL /F /Q /A "C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\%FILENAME%"MOVE C:\Users\User\Desktop\Texturing\enc-%FILENAME% "C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\"cd C:\Program Files (x86)\Lineage II\Interlude\systextures\EXS Textures\REN enc-%FILENAME% %FILENAME% use your own lineage path! this will quicken the process by a lot because it will automatically rename, move and delete the old file (i think path can be a variable but i dont know why it doesnt work maybe i fucked up and im not a bat or code expert but this works regardless) OPTIONAL BUT USEFUL --copy your systemopen l2 ini with file editcopy all the contents in a text fileedit this stuff (make it like this)IsL2NetLogin=FalseIsL2Console=False..IsUseCommand=Falsesave text as _l2.ini or whatever namecreate a shortcut of l2.exe but add -INI=_l2.ini at the end of target END OPTIONAL INSTRUCTIONS open file edit and open armorgrpfind 6379copy the lines for it and paste it at the end of your file and make the id something else (like 16379) edit mfighter.mfighter_m011_t89_u and make it MxcGuide.mfighter_m011_t89_usave after (encrypt as 413)"C:\Program Files (x86)\Lineage II\Interlude\SystemDev\L2.exe" -INI=_l2.ini open your copy system shortcut (or your local server)if you use pawnviewer, press tab and type pv to load itemsnavigate to the bottom to find your new armorhttp://puu.sh/j3qRf/85a139596d.jpghttp://puu.sh/j3qSP/7814c821ff.jpg works! now repeat with legs and gloves and boots resources -l2decryptl2tool -----------------if needed i can make a video on this
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