I've been going through old threads, but I'm still having trouble finding complete information on modding the portrait files. I'm looking for the easiest way to do it with my image editors. Do both sets of files (the tga and dds files) have to be edited? Is there a tool available somewhere that would streamline this process cleanly? If all else fails, could someone at least direct me to a thread with some more information. I feel like I'm making this harder than it has to be. Thanks in advance!
If there is 2 files with same name, the DDS compressed file is used. You can compress the large, medium, and window textures to DDS without noticing quality loss but I recommend any small buttons or pictures you leave pure TGA.
Gimp free will work fine and has a DDS add-on
Start with the large portraits. Once those are done, use those assets to shrink down to medium, small and button sizes. For large and medium I do half the body view, but for the window, small and button, I focus only on the head.
If you want to change the picture count or the texture sheets they use, look at the .playerPictures in the reference files Windows folder.
http://soase.x90x.net/reference-files/Reference_Files_Reb_v1.5/Window/PlayerTech.playerPictures
Thank you for answering so quickly! I have another dumb question: Do you have any advice on the actual editing? I want to get the borders right and make it look like it came with the game. I want it to look professional.
Is there a portrait mod out there somewhere I could maybe dissect and mimic?
Any of the total conversion mods have new portraits for their custom races. I just don't know if any of them are updated for 1.5 yet, but you can still look at their texture files.
The portrait borders and the portraits themselves are in different files I think, you shouldn't have to worry about that. Just need to get the right dimensions.
Do you have Gimp?
I have Gimp and Photoshop. I'm not as familiar with Gimp though. Also, when I open the large portrait tga in Photoshop, it has the borders and stuff around the portraits. When I open it in Gimp, it just shows the portraits with a transparent background. I am very much an amateur.
http://soase.x90x.net/reference-files/UI_Rebellion/Player_Portrait_Large.xcf
Includes a bunch of layers to edit separately, and masks in the channels tab. Youtube search Gimp Mask, it makes sure the transparent areas stay that way.
Go to the channels tab and enable the edit mask, will show an eye icon and make the transparent areas black. That black area you do not want to have your pics on and will not allow it. Go back to the layers tab, copy an image and paste it into the Gimp scene (paste as layer), move to desired location and scale to fit.
Is this different than the one I already have from the game files other than the file type?
Edit: I see the rest of your reply now.
Now all you need to do is crop the image so no transparent area shows inside the black space.
Saving the image with the edit mask on will not save the black area, it keeps it transparent. If you turn off the edit mask and save and the image is too big, it will cover your frame
You've probably explained it adequately enough for most people. However while I do feel like I am now more prepared to complete this presumably simple task, I seem to still be confused. I can get the picture I want into a portrait slot just fine, but I keep screwing up the little indentations on the sides. The picture is in the hole, but it covers up the little grooves in the side of it. It is now 3am, and I'm probably just too tired. Also I'm having to sift through all of Gimp's menus for things that I should probably familiarize myself with before trying things like this. Thank you for being patient with me.
Spacing and Unused Area layer: Turn it off, with the eye icon or right click and delete it. I used that to create the mask.
The more down the layer list your pasted layer is, the more underneath it is to the others.
Try turning off all the existing layers except your pasted layer, make sure the edit mask in the channels is on.
All you should need to learn for this in gimp is Move ToolScale ToolCrop Image
Save as DDS or TGA
I'm only making myself look worse by posting again, but the part you mentioned in reply #9 is where I'm mixed up apparently. I should probably take a nap and re-read this in morning. Maybe one more attempt...
Myfist0, could you explain the cropping part to me like you were explaining it to a small child? I definitely have the edit mask on. Also, I must be screwing that up somehow too. If I export it to tga format with the mask on, it does stay black in the new file. I need to go watch some more tutorials.
Oh man, so sorry, I guess I was way past my bedtime and didn't explain properly or actually wrong. give me a bit to get some screen shot, or hook up a POS mic and I will make a new thread with a complete tutorial that actually works.
That picture above, I turn off all layers except your avatar, I right clicked your avatar and applied the saving mask. Just to show how the mask removes all the area you dont want an image in. I will explain more soon as I wake up and have everything ready.
Edit mask is turned on in the channels to see the picture placement
Make sure your layer is selected, yellow dotted line.
Rectangle tool and size the image so it just fits.
Right click inside your selection, Layer --> Crop to Selection
Right click on your layer and Add Mask -> Saving Mask
Export to TGA
So it wasn't completely my fault? lol... I feel a little better now. I know it isn't easy breaking everything down for a beginner.
I'm usually better when not asleep, and I am pretty new to Gimp myself. Edited above post to get you going till a proper tutorial is done. Get all the images you want in the gimp scene as layers and maybe I can help you more.
Ugh, right as I get to read this, I have to run to the store. I skimmed it, and I have high hopes that I can make this work now. I'll let you know when I figure out some things (or don't as the case may be). lol... Again, I can't thank you enough. I've never modded a game before, but I feel like I can maybe learn now.
Awesome!!! I finally think I got the large portrait file right! If I open it and shrink it to the correct dimensions, I should be able to re-save it as the medium version too, right? I went to that reference file directory and downloaded the Player_Portrait_Button.xcf file, and I feel like I should be able to make the button file from that using the same method you taught me. I'm slightly uncertain about the window portraits and the small portraits. Is there a reference file for them? This is just within my grasp now...lol
Just have both Gimp scenes open, copy the desired layer, switch scene and past it in, scale and crop.
I uploaded the other scenes, not sure if they are completed.
You, sir, are my hero. I see the other files now. I will cherish them forever. So, if I had a mod set up like Mod Folder\Textures\portrait files in tga format and nothing else, would that work? Also, how many portrait sets can I add (Is there a limit?)? I'm trying to teach myself how to convert these files over to txt and back using command prompt. I feel like there are easier ways to do this as well.
the files you need to set the picture amount are not bin, here is one, again, from the Window folder. http://soase.x90x.net/reference-files/Reference_Files_Reb_v1.5/Window/PlayerTech.playerPictures
Copy all the .playerPicture text files to your mods Window folder, limit is only the size of your sheets, textures take up lots of RAM, use it sparingly, 2gb ram max, I made all new sheets that use 10 per race for 5 races in SOA2.
If you dont convert the large one to DDS, the game will use the stock one, edit the .playerPictures and add the .tga extention to force it to use yours until you convert it. Wait, WTF? They added the TGA extension to the .playerPictures, RETARDED
LargeScreenPicture textureName "Player_Portrait_Large.tga" <-- will use TGA startTopLeft [0,444] width 195 height 219 rowItemCount 8 horizontalStride 198 verticalStride 222
LargeScreenPicture textureName "Player_Portrait_Large.dds" <-- will use DDS startTopLeft [0,444] width 195 height 219 rowItemCount 8 horizontalStride 198 verticalStride 222
LargeScreenPicturetextureName "Player_Portrait_Large" <-- will use DDS if both types are therestartTopLeft [0,444]width 195height 219rowItemCount 8horizontalStride 198verticalStride 222
To view or link individual Reference Files, follow the version below.
Ah, ok. So, if hypothetically I add a new portrait to the end of each race's row (leaving the pirate stuff alone until I learn more about that), do I change the pictureCount to 9 and the rowItemCount for each file to 9 also? If I do this as you say, will it just give the computer more portraits to choose from for AI players, or will it recognize the new set and give me a new portrait set to choose from in the in-game player setup menu? (I think this ordeal is almost over!)
About the pirate stuff, I was skimming through another thread, and it mentioned something about the game only using the first portrait for them. I do notice a second portrait that I do believe I have never seen in-game. Do you know what's up with that as well?
Yup, 1 pirate.
You need to design a new sheet to fit 10, I think it was the medium that only fit 8 in the row. If you make the sheet bigger, some sheets don't like odd sizes, they like sizes like 128, 256, 512, 1024, 2048, so if the sheet was 512 wide, add another 128 to the width. Some sheets can be odd sizes and you will have to test it for yourself, I don't keep track.
Lol... I don't care so much about the pirate. To keep it simple for now, I'll probably just modify some of the default sets that I don't like. What about the counts though just in case?
There are many great features available to you once you register, including:
Sign in or Create Account