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Tutorial: How to make Custom Terrain Textures using GIMP


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#1
Ugly_Duck

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 * Updated *
How to make Custom Terrain Textures using GIMP:
 
Introduction:
This tutorial describes my method of creating Terrain Textures for the toolset. It may not be the best or most complete way, but it suites my purposes quite nicely. This method removes the glossy shine from textures, and that was my primary purpose in pursuing this information. Thanks goes out to: dunniteowl, BigfootNZ, JasonNH, and Hellfire_RWS for helping me figure this out. Thanks Guys!
 
For each texture, there needs to be three .tga files.
 
1.) The Primary Diffuse + Layer Mask (TT_MyTexture)
2.) The Secondary Diffuse + Layer Mask (TT_MyTexture_c)
3.) The Normal Map WITHOUT an Alpha Channel (TT_MyTexture_n)
 
Download the NormalMap plug-in for GIMP and install it.
 
Step 1:
You'll need a .bmp image scaled to 64x64 pixels in size. Make a copy of the texture you're working with, then resize the image in GIMP to 64x64 pixels. In GIMP, go to "Image" then go to "Scale Image". To resize the image, click the small button behind the number field (looks sort of like a broken chain link). Type in the new size, then hit "ok". Put the 64x64 .bmp image into your Program Files/Neverwinter Nights 2/NWN2Toolset/Terrain folder.
 
Step 2:
Next, make another copy of the original image. Scale this texture image to a multiple of 8; I use 1024x1024 (remember, it needs to be in multiples of 8). 512x512 would be acceptable also. Then, click on "Layer", then "Mask". Select "Add Layer Mask...". Now, click on "Black (full transparency). Click the "Add" button. Next, go to "Layer", then "Mask", and click "Apply Layer Mask". Now, save the image as .tga (example: TT_MyTexture).
 
Step 3:
Open the image file that has the layer mask that we were just working with. Save it as, for example, TT_MyTexture_c. This file must have the "_c" at the end of it to work properly.
 
Step 4:
Open the image that you first scaled to multiples of 24 (the picture with the actual terrain image). Next, go to "Filters" tab, go down to "Map", then "Normalmap...". Where it says "Filter" in the Normalmap box, choose your filter type; I used 5x5, then hit "Ok". Now, click "Layer", then "Mask", then "Add Layer Mask". Now click "Layer", "Mask", then "Apply Layer Mask". Save this file as, for example, TT_MyTexture_n. This file must have the "_n" at the end of it to work properly.
 
Step 5:
Edit the "terrainmaterials.2da". Find a blank row in the .2da file and input the basic name of your texture. Example: TT_MyTexture. Note: I don't know what the other rows in the .2da file are for, so you can play around with those if you'd like. I usually set each to a value of 255, then select for the last entry, the terrain type that most resembles my new texture. If you have a grassy texture, type in "Grass".
 
Step 6:
Put the "terrainmaterials.2da", and the three .tga files into your My Documents/Neverwinter Nights 2/Override folder. Fire up the toolset, then start painting the textures down!
 
Here is the link to the tutorial at the nwvault: http://nwvault.ign.c...s.Detail&id=134

Please "Sticky" this, so people don't have to hunt for it!

Modifié par Ugly_Duck, 24 décembre 2010 - 01:36 .


#2
Hellfire_RWS

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Thank you for posting the how to! Do you mind if I copy it to the RWS forums and Citadel?

#3
BigfootNZ

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Just to clarify what you've written for those that read your tutorial...

1.) The Primary Diffuse + Layer Mask (TT_MyTexture) -- Diffuse used with Terrain Normal Mapping turned OFF in game/toolset, Alpha used to control strength and location of 'fake' specular highlights

2.) The Secondary Diffuse + Layer Mask (TT_MyTexture_c) -- Diffuse used when Normal Mapping is turned ON in game/toolset, Alpha channel does nothing

3.) The Normal Map WITHOUT an Alpha Channel (TT_MyTexture_n) -- Alpha channel used to control Strength of Normal Map specular Highlights only, Normal Map Highlight and Shadow location and Shadows Strength are unaffected


Also why do you mention using a terrain texture size of 1024x1024?... I believe regular terrain textures dimensions are 512x512 in NWN2.... not that you cant use 1024x1024, you get a much more crisper texture, but at a cost of more texture memory being taken up... is the better Texel Density worth it... ie with the same space a single 1024x1024 terrain texture takes up in memory you can have 4, 512x512 ones.

Also texture dimensions are always done in multipals of 8, ie 8, 16, 32, 64, 128, 256, 512, 1024, 2048... not 24.

Modifié par BigfootNZ, 24 décembre 2010 - 01:02 .


#4
Ugly_Duck

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@ Hellfire_RWS: Yea, go ahead and post it whereever you want.



@ BigfootNZ: I was unsure about the scale of the pictures. I thought 1024x1024 would make the details of the texture really come out nice. As far as the multiples of 24 goes, DNO mentioned that to me in my "Help me! Shiney Textures" thread - I may have misunderstood though.

#5
Ugly_Duck

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I've updated the tutorial with more accurate instructions.

#6
dunniteowl

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No that's what I said. Then again, I admittedly cobble bits and pieces of information together, store it in my head *(instead of taking notes I just read and listen, I somehow managed a straight A average throughout my schooling till college, where it dropped to a B average) and manage to spit a good portion of it out correctly. In this case, I said multiples of 24, which, itself is a multiple of 8 and I was literally just sort of shooting in the dark. I was on the right track, though. :)

I also managed to not advise you too ignorantly when it came to the specular and diffuse map, but all I did there was sort of point you in the right direction.

Thanks for thanking me, though, I really appreciate it that you felt I was of use. :D

dunniteowl

#7
nicethugbert

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Do the textures have to be square?



What if you do want the shiney?

#8
Ugly_Duck

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@ NTB: The textures should be as close to square as possible because if they are not, there will be dark lines around the texture when painted down. As far as shiney goes; if you want them shiney, don't add the masks described in the tutorial.

#9
Happycrow

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(delted)
Sorry, never mind, got it last night, just took a lot of flailing around cluelessly to finally get figured out.

Modifié par Happycrow, 13 avril 2012 - 02:03 .