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Syan's Armor Texture Files? (picture heavy post)


Themurloc1

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So I'm Trying to edit the texture for Syan's Armor, so that certain parts are invisible. I did a texture dump on the armor set and found the skin and bumpmap for the armor, and altered it like so.

 

http://i.imgur.com/EBc8k8b.jpg

 

(the actual file has Alpha instead of white)

 

http://i.imgur.com/CYByWmD.jpg

 

 

I figured that was everything that needed to be done since those were the only files for the armor piece that the texture dump provided, so i fired up the game to test it out and this is the result:

 

http://i.imgur.com/rq0wihm.jpg

 

http://i.imgur.com/B9i4FaB.jpg

 

(from certain angles, light would reflect off the part I tried to remove, revealing a darker version of the old texture I tried to replace)

 

This leads me to believe that there is a third texture file that I need to alter in order to achieve the effect I'm going for, like some kind of reflection map, but it will not surface from a texture dump. at least not a dump of the Syan's Armor. Does anyone have any information that might help? If, by some odd chance, you have stumbled across the file I'm missing in a texture dump for another item, what item was it? or perhaps you would be kind enough to upload the missing file for me to use?

 

Edit: i played up to drangleic castle again so I could do a texture dump on the king's guards there that wear the armor. I got some more textures from them, and learned that they don't share the same textures as the wearable armor, but still no sign of any reflection maps related to Syan's Armor. If anyone finds this missing texture, let me know what it is attached to when dumping textures.

Edited by Themurloc1
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Screenshots are nice and all, but could you at least tell us what to look for? What part is removed or was supposed to be removed?

 

If it's just dark even with black alpha channel, you're out of luck because this means that part of the mesh doesn't support transparency

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The reflection maps generally look something like this:

 

http://i.imgur.com/FvcAYjL.png

 

not to be confused with bumpmaps which are generally a lighter color, kinda pink and cyan with some purple and yellow here and there (see above)

 

The dark blueish purple on the left side is consistently found in all of them and signifies a complete lack of any reflection path, effectively being the reflection map's alpha channel (usually that color is on areas where the textures and bumpmaps also have a blank space). Just like on the Bumpmap i just have to paint that color on top of what I'm trying to make transparent. different colors on the reflection map signify different levels of shininess, and color of the reflection, but I haven't been able to work out what colors mean what, aside from the constant pseudo-alpha color (I think in the above image the flat purple represents a dull colorless shine while the peach colored part is a bright, clear shine). The missing texture file should look like the texture and bumpmap for the Syan's armor as shown above, except with this dark blueish purple color scheme.

 

also the white part in the center of the texture file is the part I'm trying to remove. In the actual texture file it isn't white, it is an actual alpha channel and shows as white/grey checkered when opened in GIMP (it turned white when i uploaded it), bumpmaps and reflection maps don't have an alpha channel and instead use specific colors to indicate a lack of texture or reflections, in the in-game screenshots it applies to where the black part is that still reflects a gold light. in the default textures it still has 2-3 layers of metal

 

hope this information helps, So far I have had no luck finding it.

Edited by Themurloc1
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Hey murloc, do you use Nvidia tools to export as a .dds? I am, and i don't know what settings to use to keep alpha channels. I just deleted the parts i wanted to be transparency, and exported as a .dds with alpha channels, and it comes out as white in game.

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you don't need to export it as a .dds when you're using GeDoSaTo. I'm just using GIMP and exporting them as .pngs into the override folder, .pngs and .tgas both support alpha channels, but i think the texture override option uses pngs instead of tgas

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  • 2 weeks later...

Finally made some progress on the issue, but I'm still having problems. I asked the folks at the GeDoSaTo open source code page about this issue, and they have been able to help me make some progress, but I've hit another wall. Here's everything up to date. Maybe someone here can help me:

 

 

Alo81:

Yep, I've gotten that texture in a dump before.

If you want to get a specific texture for specific armors here's the method I recommend.

 

Enable texture dumping and play in windowed mode.

Make sure that to start, you're wearing no armor and are in offline mode (if the white phantoms get summoned in, their armor textures are loaded in which makes getting exact textures more difficult).

Go into your menu and highlight the armor you want to wear. Immediately after this, delete all the textures in the "dump" folder.

 

Now that your dump folder is empty, equip the armor, backup the textures into their own folder, then repeat the process for the rest of the equipment, deleting all textures in the folder before equipping it.

 

For example, this is from the Syan chest armor.

http://fc00.deviantart.net/fs71/f/2014/164/7/a/d7960683_by_aloo81-d7maczd.jpg

http://fc03.deviantart.net/fs71/f/2014/164/a/f/10ef1d97_by_aloo81-d7mad38.jpg

 

 

PeterTh:

Let me know if the above approach fixes your issue.

 

Me:
I just got done trying your recomendation and it didn't completely fix the issue but I've gained more insight into the problem. It is, in fact, dumping a texture with the correct hash assigned to it, and the correct resolution for said texture, but It is simply dumping a texture that consists of nothing but an alpha channel (no wonder I didn't notice it in the massive list of dumped textures). At least with that texture you uploaded, I can continue work on this retex I've been working on, but the problem still persists unfortunately.

P.S. I've never seen a shiny-map that uses that color before, It is still entirely possible that the problem lies with items that use that color in the shiny-map

edit: Attempting to use the texture you uploaded as an override gives this as a result
http://i.imgur.com/yNInaYE.jpg

 

edit2: Using the dumped texture that appears to be simply an alpha channel and nothing more yields the default shiny-ness in game, but attempting to make additions to the alpha channel version of the texture yields wierd pink outlines on whatever I try to add (aside from the outlines it successfully alters the shiny-map with what I add).
http://i.imgur.com/jTeAD0A.jpg

 

Final Edit (I've tried everything I can think of):
I was messing around with the seemingly empty texture, and by putting the dark blue shiny-map color as the background, I discovered that the texture was, in fact, not blank, just very faint and hard to see in front of the alpha channel. This is what it looks like with the dark blue background
http://i.imgur.com/x5Cmwsf.png

 

Using this texture as the override creates random pink bars over parts of the armor, like this
http://i.imgur.com/ZRmP6Mh.jpg

 

On the bright side, this discovery helps me make changes to the shiny-map in the event I can get it to work as intended.

 

 

With the above knowledge I've at least been able to solve the original problem by finding out that I can't make that particular part of the armor invisible, but I'm still having trouble editing other aspects of the Syan's Armor because of this glitchy shiny map

 

TLDR:

Old problem: resolved

New problem: Syan's Armor Shiny maps are being glitchy for me, help!

Edited by Themurloc1
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  • 2 weeks later...
Guest Orion

What are the file names for the Syan's Armor? So far I haven't had any luck finding them in the massive amounts of texture files from the texture dump.

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I think I'm close to resolving the issue, but in case I'm not, some confirmation couldn't hurt.

 

The chest is split in two parts:

47bc9eea is the part with the cape and a couple other parts.

d7960683 is the main breastplate as well as the pauldrons, legplates, and chainmail underarmor.

 

d0d2007a is for the gauntlets.

 

68103ec2 is for the helmet.

 

1b5c8968 is for the boots.

 

When browsing through the texture dump they may appear as blank alpha channels. If that happens for you as well then it isn't just a problem on my end and would mean that Syan's armor is just a huge pain to edit due to this fact.

 

A good tip for confirming that they are indeed the correct files is to open it in GIMP or PS (some image editing software that works with layers) and create a new layer underneath the base one and completely fill the new layer with a dark color. This reveals the full image, as it is hard to see over the checkered alpha channel.

 

As for my resolution, I've managed to alter the reflection maps in a way that works in my game client. I'm not sure if releasing it to the public will work unless you can either confirm this, or I do a test release. The trick is to not try to use the regular colors seen in other reflection maps, and instead stick with the colors seen in the texture for Syan's armor. Instead of the dark blue that signifies a lack of reflection, you have to use the alpha channel, and instead of pink or whatever color is used for other shiny-maps, you must stick with the gray color found in the Shiny-map for Syan's. Like I said, it can be a bit of a pain in the ass, but it works.

 

Luckily gimp has a handy tool called "Color to alpha" which lets you select a specific color (particularly, that pesky Dark Blue color) and change it to alpha.

Edited by Themurloc1
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