Example - Part 1: Editing the Diffuse Mapbeeto has kindly already uploaded the .dds files for his armor, so you can simply download them from the link. Before doing anything, let's take a look at hf_arm_wmda_0d.dds using Photoshop (when loading the .dds files, leave the NVIDIA settings as they are):

Yes, what you're seeing are parts of Bethany's Grey Warden Armor, but you already knew that. You may have realized one glaring difficulty already: what exactly is it that I'm editing in the game? Well, my answer to that is "Get used to opening and closing Dragon Age 2 a hundred times in the foreseeable future" (if you've got eidetic memory, make that one time).
To simplify matters (I'm lazy too) we'll be editing the two large rectangles in the picture at the top right and bottom left corners. These two rectangles constitute the skirt we see at Bethany's back in the game. We'll be changing the image into the following:

As you can see, that means we'll be re-coloring AND retexturing. Get ready for a long ride.
Organize the hf_arm_wmda_0d.dds, hf_arm_wmda_0s.dds, and hf_arm_wmda_0n.dds, into their corresponding folders (diffuse, specular, normal), open (if you haven't done so already) the diffuse map with Photoshop, and save it as a PSD file. You have the same background image as before, and it is still locked out. Unlock it by double-clicking on it in the Layers window and create "Layer 0" when prompted to do so.
Let's start by changing the top right corner rectangle from blue to black.
This is what I do. First I duplicate the image (Image --> Duplicate), then convert that duplicate image into Grayscale mode (Image --> Mode --> Grayscale), and then back into RGB color mode (Image --> Mode --> RGB color). Why? Simply put, because someone told me to do so. The longer explanation is that now you have a "blank" RGB copy of your diffuse map that will come in handy when actually editing that map. Now right-click on it, select "Duplicate Layer," choose your PSD file as the destination document and hit OK. You should now have two layers in your PSD file, "Layer 0" (your original image) and "Layer 1" (your "blank" RGB copy). Now that's over and done with you can get rid of the duplicate and stick to your PSD.
From "Layer 1" you will create any number of layers to replace parts of the armor. For instance, let's start by selecting the top right corner with one of the selection tools (I'd suggest going for the Rectangle Marquee here):

Right-click on your selection and choose "Layer via Copy." Why layer via copy and not layer via cut? One word: backup. If you messed up with the selection or whatever, choosing layer via copy will leave your Layer 1 pristine, untouched, in the perfect conditions for you to make many more mistakes. If you choose layer via cut, there's no turning back (the rhyme was a lucky accident).
WARNING:
MAKE ABSOLUTELY SURE that Layer 1 is currently selected (meaning it's highlighted in blue) when you select layer via copy. If, say, Layer 0 is selected instead, you will end up with a blue rectangle because it's copying from Layer 0 instead of from Layer 1. If you have selected a blank layer it will create a blank layer in turn. Watch out. Yet another reason to choose layer via copy.
Let's hide Layer 1 for the time being. You should now be seeing a grey rectangle overlapping your original blue rectangle. That's not good enough, I want it darker. Right-click on "Layer 2" and select "Blending Options."

Now, this is my
MAIN tool for re-coloring pretty much anything. If you know another, good for you. My knowledge on this tool extends so far as messing with the RGB channels (go ahead and mess with them yourself and see how your rectangle changes color) and using some of the effects on the left column.
But before we move any further let's dwell a bit on the RGB channels. If you've done as I asked and messed with them a bit, you should have noticed there are some colors you can't see. Try selecting the G channel only. Can you see green anywhere? No. Why? Well, if I had to venture a guess, I'd say there's a conflict between the RGB channels of Layer 2 and Layer 0. Turn off Layer 0. Presto, green everywhere! Is there a way around this? Yes, I know of one, and it isn't pretty. It's a curse word known in Photoshop as "Convert to Smart Object," and let me give you a free piece of advice on this one:
NEVER SAVE YOUR PSD FILE IF IT HAS SMART OBJECTS IN IT!!!
Because if you do so, you'll be effectively turning it into an image, and even if you rasterize the layer, you won't be able to edit your original "Blending Options" and will instead be handed a set of new ones. What do I mean by this? First, save your PSD file. Then right-click on Layer 2 (make sure you can now see Layer 0) and select "Convert to Smart Object." Now check the blending options of Layer 2. Surprise, surprise, all three channels (R, G, and B) are now enabled again, when you should only have the G channel enabled! Undo this mess by hitting Ctrl+Z on your keyboard (or Alt+Ctrl+Z if you've made many messes).
Back to blending options, leave all three channels enabled and instead go to "Color Overlay." The name should be self-explanatory but if you still don't get it, I'm sure the big, bright, red brick on your screen will suffice to enlighten you. You have three options here:
- Blend Mode: Play with it and learn on your own (for now, leave it on Normal).
- Select Color: We'll we choosing (0,0,0) here.
- Opacity: Dial it down to 70%.
Success! This part of the skirt is now a blend between dark grey and black. It may be crude and brutal but it's effective.

Now for the other part. Select Layer 1, make an appropriate selection and create another layer via copy. Your selection should look something like this:

Following the same procedure as before, re-color it into the dark grey/black blend. Before moving on, remember what I said about rearranging layers? Move Layer 3 to the bottom and watch the results. Yup, the order of layers in the Layers window matters, remember that. Next, we're going to make two more selections and two more layers, one for each textured stripe. This is what I mean:

Layers 4 and 5 are a stripe each. Move them above Layer 3 or you'll never notice the difference. Now we need to find the texture.
Spiderman pattern by s0nkite:http://www.brusheezy.com/Patterns/1311-Spiderman-Pattern--a-cool-mesh-pattern-Install it following the instructions in the link, but seeing as that only works halfway, once you've pasted the pattern in the appropriate folder, double-click on it and you're good to go. Select each of the stripes, go to blending options, and choose "Pattern Overlay." Choose s0nkite's pattern here and don't even bother changing opacity. You can mess with the scale a bit to get the pattern the way you want it to. Right now, you want it with a scale factor of 50%. Here I'm using a specific pattern but you can use any that you like for your future endeavors. Next go to color overlay, and choose a black overlay of 80% opacity. Nice, isn't it? Do the same with the other stripe.
This is it for the diffuse map. However, what you have at the moment is a PSD file when what you really need is a DDS file. Follow these steps
VERY carefully:
- Save your PSD.
- Right-click on any layer and select "Flatten Image." It'll ask you if you want to discard any and all hidden layers. As long as the map is looking the way you want it to, hit OK. The result is a single locked out image not unlike the one you had when you started.
- Go to File --> Save As (DO NOT SAVE! SAVE AS!)
- Save As DDS (DO NOT OVERWRITE THE PSD! Somewhere along the lines of these tutorial it changed my file name and added "copy" at the end. This was because I already had a PSD file with that name on the same folder so don't worry, it shouldn't happen to you. Your filename should read "hf_arm_wmda_0d.dds")
- You'll be prompted with the NVIDIA saving window. Don't panic, choose the DXT5 ARGB format and hit the save button.
- Now your Photoshop shows you have the DDS file open. Don't worry, the PSD is still there in the folder, safe and sound.
Congratulations! Your work here is finished, but before we move on, let's discuss the use of the alpha channel in the diffuse map. Go to the Channels windows and select the Alpha Channel. If RGB is enabled as well, you should see that certain parts of the map are red. If you turn off RGB, you'll see that the red part is really black, and everything else is white. Meaning what? Meaning that, if the red/black parts are pieces of an armor, those pieces won't show up in the game. You can see for yourself. You only need to select the Alpha Channel (RGB still enabled) and, using the selection tool, create any shape over a piece of armor and fill it with black (right-click on selection, fill, black). If you've changed your mind and actually want to see the thing, simply turn the black part into white via another selection and fill.
NEW: You learn something new everyday. Hiding parts of an armor via the alpha channel is only the first step. For the second step you need to edit the respective .mao file, in particular, you need to change line 33013 from the .mao file from whatever it might say to "PunchthroughNoTint." Someday I'll expand on the use of .mao files but this should be enough to get you going.
Moving on.
Next post --> Editing the Specular Map(please refrain from replying to this thread until this message is no longer present)
Edited by OdanUrr87, 01 August 2011 - 01:46 PM.