Hi Ragezoners :]
Erhm ive been trying to customized some items, im pro with photoshop and i nearly do everything in there. But my problem is this. Everytime i try to encrypt it etc. It makes me crit error in game like i did something worng.
Im looking for someone to help me tell me how to edit the textures back in to the systexture and make it work hehe. Ive tried to look at different guides but no luck at all.
As return ill make you w/e texture you want in game. I made some hawaii shorts/t-shirt but never got it to work lol.
Anyone can help me? :]
Thanks
Here's what I posted over at L2WH:
l2encdec:
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l2toolo:
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UnrealEd:
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DDS Utilities:
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After you get all that stuff pick a utx file that you want to change. I have a folder E:\newutx\ that I use for this stuff, so I'll give instructions for that location, change that to where ever you put yours but for UnrealEd make sure it doesn't have spaces... e.g. C:\Program Files\ won't work, it can't have a " " in it.
So anywho... Put your utx in E:\newutx\, and lets say its FDarkElf.utx.
Start -> run -> type in without quotes "cmd" and hit enter. Anyways it'll get really confusing if I keep saying without quotes and all this, so I'll just type out what you should type...
E:
cd E:\newutx
l2encdec -d fdarkelf.utx
Then it says a bunch of crap and you have a dec-fdarkelf.utx file now. Just make sure what header it had, like 121, 413, etc... You'll need that later.
Now open l2toolo and click this...
Then pick your dec-fdarkelf.utx, after that some things will come up at the bottom listing some textures, that's normal... Click Line2 -> UnrealED, then you gotta pick a new name for it, just use like dec-fdarkelf.unreal.utx, then it'll say like...
Or some crap, and that means it's done. So then you can open that utx file that you just made, dec-fdarkelf.unreal.utx with UnrealEd, aaand once you get that far you're pretty much done...
File -> open, then your file... Once you're there there's a drop down in the middle with all the sections like boots, gloves, etc... To save one of them to your comp so you can edit it select it in the middle thing and right click then "Export to file..." then just save it to some folder, and it'd be smart to also right click -> properties and then click "+ Surface" and "+ TextureFormat" and you'll see some things under them... Write that stuff down cause you'll probably need it later.
bAlphaTexture = True/False
bMasked = True/False
bTwoSided = True/False
Format = TEXF_DXT1
That's an example of what you'd see... But the DXT1 is the important thing atm, or it might be DXT3, or whatever... You also see it under the texture like [DXT1] and thats the easiest way to find that out, but since you had to go to properties anyways then you may as well know how to find it in there.
Sometimes, well most times... You'll need to get 2 textures for 1 armor, the armor texture itself and then a shader, and you'll need to edit both of those. Anyways, just write down the info I said above for later, when you re-add it.
Okie well after that you just open it up in Photoshop and it'll come up with some little box like Load MIP Maps and blah blah blah, just leave it default and pick don't show me this dialog again then that goes away and doesn't come back... Then do whatever changes you want, and for most armors, you will need to make sure you look at Layers, then Channels and look at Alpha. When you check that it'll make the parts colored black red-tinted on the main image, and that means it'll mask it out like make it invisible, or of it's a shader then it'll make that part not shiny.
Anyways, when you're done with all that crap... Just go to file then save, but something that will probably save you a lot of time... After you open your dds file, click Image -> "Duplicate..." and it doesnt really matter what it's called.. but you'll do your editing on that one instead of the original, and
save your work regularly, save it as a .psd, and just ctrl+s every couple of minutes in case for whatever reason photoshop crashes or your power goes out, or whatever... It's just nice to save a lot.
Okay well, there's actually a reason for editing it on the duplicate.. After you make all your changes, on the duplicate do ctrl+a, that'll select everything then do ctrl+shift+c, that'll copy all layers instead of only the one you have selected, then go to your original dds you opened and ctrl+v there, then do ctrl+e which will merge down the layer so there's only 1 layer, cause more than 1 will totally bork dds textures...
So then, go to save, then it'll come up with the nvidia dds plugin thingy, make sure you select the right format from the drop down... DXT1 1 bit alpha, or whatever yours may have been, then it's saved... Then open UnrealEd back up and then get your file open and in the right section then File -> Import then pick your file and select the compression there and if it was masked or not, then scroll through the list and find it and right click -> Properties and make the file have the same...
bAlphaTexture = True/False
bMasked = True/False
bTwoSided = True/False
As before, then save it. Generally I'd save it to like E:\newutx\dec-fdarkelf.utx
Then go back to cmd... If you already closed it then you don't need to do the 1st 2 things. Change "121" for whatever Header you had on the original utx file, like 413 or whatever it may have been...
E:
cd E:\newutx
l2encdec -e 121 dec-fdarkelf.utx FDarkElf.utx
Theeen you can copy/paste the FDarkElf.utx into your systextures folder and see your changes. I'd suggest making a copy of the original just in case you screw something up.
Doing it this way is changing your original files, and I don't really want to go through explaining how to edit all the .dat files, so... if someone else wants to do that, go for it. But this'll work for what you are trying to do.
If you want pointed into the right direction... Get these...
l2asm/disasm:
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strreplacer:
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Read documentation and ruleset example... You basically need to make your own utx file, and edit armorgrp.dat or weapongrp.dat to point to the texture in the utx you made, as well as have the correct item id that it is replacing, and if it's a custom item then obviously that id... That should be enough for you to figure it out with a little thinking, you got the tools.
Some additional note to this is... some people don't like l2toolo for whatever reason and export textures directly from UTPT (with earlier treatment with l2utxfixer for CT1+) and make a fresh utx. But that's up to you and I'm not going to explain that.