Author Topic: New Module Developer Needs Help With Custom Textures  (Read 492 times)

Legacy_GamerX51

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New Module Developer Needs Help With Custom Textures
« on: January 23, 2016, 02:37:57 pm »


               

I'm a long time lurker on these forums, but I've just recently worked up the courage to actually try my own hand at module design and I need some assistance with textures for some custom content I'm planning to implement in my module. I posted a similar request at the new Neverwinter Vault, and someone there suggested that I ask for help here.


 


I want to create some new armor appearances with custom emblems like the dragon, stag, and eagle emblems that Bioware made, but I've run into a problem working with texture layers in Gimp 2.8. I can get the texture applied in the right place, but when I merge the logo layer down to the leather 2 layer where it should be and turn on all the other layers, my custom emblem disappears! Bioware's stock .plt's don't do this, so what am I doing wrong?



               
               

               
            

Legacy_GamerX51

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New Module Developer Needs Help With Custom Textures
« Reply #1 on: January 23, 2016, 09:20:29 pm »


               

Won't someone please help me? I'm completely stuck here. '<img'>



               
               

               
            

Legacy_OldTimeRadio

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New Module Developer Needs Help With Custom Textures
« Reply #2 on: January 23, 2016, 09:38:01 pm »


               

If you're a longtime lurker, I'm assuming you have at least a basic understanding of how PLT's work so I won't go over that.  If you're not sure how they work, check out the CCG.  But on the assumption that you know what you're doing...try this: Load the same plt and simply draw an X in the Leather 2 layer.  Does it export okay?  If that's the case, then it's something about how you're doing the merge process in GIMP.  Remember, the PLT's "stack" on one another like onion skins.  Every layer for a PLT has to have the right name and an alpha channel so the layers below can show through.


 


Edit: I don't do all that much PLT editing but when I do I usually copy the layer I want to work on, past that as a new image, modify it, and then do a Paste Into for the layer on the PLT I want to change.  Basically, ninja edits to the PLT instead of using the PLT as a workspace.



               
               

               
            

Legacy_GamerX51

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New Module Developer Needs Help With Custom Textures
« Reply #3 on: January 23, 2016, 09:52:57 pm »


               

What format and size does an image have to be in order to work? I'm a blank noob when it comes to this sort of thing .



               
               

               
            

Legacy_OldTimeRadio

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New Module Developer Needs Help With Custom Textures
« Reply #4 on: January 23, 2016, 10:09:14 pm »


               

You really need to check out the section on PLT's in the CCG that I linked to, above.  Also, since the right person to answer your question might not even see the post for a few days, you can also use the Omnibus as a backup resource as well.  I assume you already have a plugin for GIMP to load and export PLT's, which are a specific file format.  If you don't, maybe try this newer one or some of the other ones you might find on the Vault.  The basics are, PLT's are multi-layer grayscale images, typically with resolutions like 512x512, 256x256, 128x128 or even 128x256.  That sort of thing.  And they have alpha channels on each of those layers so the layers below them will show through.  If you're just starting out, you should be messing with an existing bit of armor and its PLT with the PLT in your override for testing.