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misc tga files

Started by Outcast, September 23, 2007, 06:57:31 PM

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Outcast

Most of the skins i see, have these glow, reflect, effects tga files that appear black. Is there a way i can see what is inside them? Then probably customize and edit them?  :huh:


USAgent

Those TGA files are black for a reason, they are black so that there isnt any reflection or glow on the skin .

Outcast

Hmmm...i see. Well not all of them are all black. Some of them have other accessories such as capes,amulets,tiara,wigs,weapons. Just curious as to how these are made as well.  :mellow:

GGiant

You are probably talking about extras.tga, male_basic_extras.tga, etc.

Boalt92

Outcast:

Just saw your other post.  You're talking about a couple different things here, so it's really hard to answer your questions.  You're going to have to ask something a little more specific to get a better answer.  If I may, I'd like to offer the following advice:

First of all, if you do not already have it, download Nifskope (see hex editing thread).  This will allow you to view the models in 3d and see which parts go with which textures.  You can also change (i.e. swap) the texture in nifskope, or export your own wire map to reskin.  Check the hex editing thread and the wiki site for nifskope links and tutorials (same for skinning tutorials, I think Gryphon did an excellent one, but you'll have to Google the link).  

This kinda leads into your other post, but I'll put it here:  if you have no experience skinning, start with the bases (look for C6's on Alex's Freedom Fortress) and go from there.  If you want to make your own bases, you'll probably want to Google some graphics forums and some forums for whichever program you're using.  You'll also want to post questions/screens here for advice and feedback.

Once you dig around and get a feel for what goes where and why, you'll be able to ask more specific questions which people can more easily answer.  When you do, start an "outcast's skinning qs" thread or something like that and keep posting questions on it.  That way, other people who have the same questions can find the answers.  Good luck! :thumbup:

B92

detourne_me

actually, outcasts question is pretty straightforward.

if the effects are enabled on a mesh (and it's pretty much standard now,  way back when, not so much..)  then there will be a number of .tga files with extensions like you've listed.
for example the most common set would be:
male_basic.tga, male_basic_refl.tga, male_basic_glow.tga and male_basic_lightmap.tga   (there may be others named _gloss too)

so lets do the runthrough of what tga is what on the skin.
obviously male_basic.tga is the main skin itself,  it is usually where all the visual details are shown, although some skinners have creative ways past this.  I assume you know all about hte male_basic.tga.

male_basic_refl.tga is the next important/common.   this is the reflection map.  in most instances characters don't have shiny costumes,  so these are all black.  The game reads the all black as having no reflection at all.
However if a costume has metal parts on it,  or swords/guns etc.  then there is usually something on the refl.tga.   now in most cases the artist just takes the male_basic.tga and puts a black layer over top,  which is nearly opaque.  if you leave the refl.tga to be bright and full coloured, the result will be really gawdy.

male_basic_glow.tga is pretty much the same as the reflection map,  but it adds a glow to the skin.  note that the glow is still stuck to the mesh itself,  and doesn't glow off of the mesh(like FX or Yellow Lantern's new aura meshes do).   this texture file is most useful for glowing eyes or gems.  or if you want a really good example of it in use;  check out Pwime's Syn avatar skin.

the lightmap file just kind of maps out how lighting in game interacts with the skin as a hole... will there be shadows? how will the reflections look? shiny or stubbly? etc.

Outcast

Quote from: detourne_me on September 24, 2007, 06:02:17 AM
actually, outcasts question is pretty straightforward.

if the effects are enabled on a mesh (and it's pretty much standard now,  way back when, not so much..)  then there will be a number of .tga files with extensions like you've listed.
for example the most common set would be:
male_basic.tga, male_basic_refl.tga, male_basic_glow.tga and male_basic_lightmap.tga   (there may be others named _gloss too)

so lets do the runthrough of what tga is what on the skin.
obviously male_basic.tga is the main skin itself,  it is usually where all the visual details are shown, although some skinners have creative ways past this.  I assume you know all about hte male_basic.tga.

male_basic_refl.tga is the next important/common.   this is the reflection map.  in most instances characters don't have shiny costumes,  so these are all black.  The game reads the all black as having no reflection at all.
However if a costume has metal parts on it,  or swords/guns etc.  then there is usually something on the refl.tga.   now in most cases the artist just takes the male_basic.tga and puts a black layer over top,  which is nearly opaque.  if you leave the refl.tga to be bright and full coloured, the result will be really gawdy.

male_basic_glow.tga is pretty much the same as the reflection map,  but it adds a glow to the skin.  note that the glow is still stuck to the mesh itself,  and doesn't glow off of the mesh(like FX or Yellow Lantern's new aura meshes do).   this texture file is most useful for glowing eyes or gems.  or if you want a really good example of it in use;  check out Pwime's Syn avatar skin.

the lightmap file just kind of maps out how lighting in game interacts with the skin as a hole... will there be shadows? how will the reflections look? shiny or stubbly? etc.


Thanks for explaining how most of the tga files work Detourne. ^_^ Always wanted to know how those things work. :P

Quote from: Boalt92 on September 24, 2007, 05:23:58 AM
Outcast:

Just saw your other post.  You're talking about a couple different things here, so it's really hard to answer your questions.  You're going to have to ask something a little more specific to get a better answer.  If I may, I'd like to offer the following advice:

First of all, if you do not already have it, download Nifskope (see hex editing thread).  This will allow you to view the models in 3d and see which parts go with which textures.  You can also change (i.e. swap) the texture in nifskope, or export your own wire map to reskin.  Check the hex editing thread and the wiki site for nifskope links and tutorials (same for skinning tutorials, I think Gryphon did an excellent one, but you'll have to Google the link). 

This kinda leads into your other post, but I'll put it here:  if you have no experience skinning, start with the bases (look for C6's on Alex's Freedom Fortress) and go from there.  If you want to make your own bases, you'll probably want to Google some graphics forums and some forums for whichever program you're using.  You'll also want to post questions/screens here for advice and feedback.

Once you dig around and get a feel for what goes where and why, you'll be able to ask more specific questions which people can more easily answer.  When you do, start an "outcast's skinning qs" thread or something like that and keep posting questions on it.  That way, other people who have the same questions can find the answers.  Good luck! :thumbup:

B92

Thanks for the tip Boalt92! :) Yeah, will just probably start with basics of skinning. I downloaded Nifskope a few days ago as well and tried to read the tutorials but got cold feet i guess. :D

Quote from: GGiant on September 24, 2007, 05:14:20 AM
You are probably talking about extras.tga, male_basic_extras.tga, etc.

Right. I forgot about the extras.tga files GGiant. :doh:,i believe i've seen those with weapons and wigs i think.. :blink:

I just kinda wondered about it. When i was trying to change the color of the hair of a wonder woman skin. I changed the hair color in the female basic tga file but i kept getting the color black in ctool.Thought it had something to do with the other tga files. :wacko: