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Thread: Satyr Texture Modification

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  1. #1

    Default Satyr Texture Modification

    For my first texture project, I decided to try and fix what I saw as a lack of texture for the Satyr's hooves and horns.

    It took a couple hours to figure out the arcane ways of Intrinsic Alchemy's texture methods from various bits and pieces of posts here on the forums (and Fridlekh's wonderful AGH exporter). There's another two hours in figuring out the rather odd UV of the meshes used and trying to compensate for some strange texture stretching.

    Once I had built an understanding of the model structures and how the textures were applied - which simply required placing colored 'marker' spots in various locations in the exported TGA, loading Istaria to convert the TGA to AGH, reloading Istaria in the character creator to load the modified AGH, seeing where the makers were (hopefully somewhere visible), then rinsing and repeating about a dozen times to figure out the texture placement on the model. (Male Satyr hooves have some pretty bad texture stretching going on)

    Actual 'art' time for this project was about an hour - this covers all of the various fur colors for the male and female models for both hooves and horns.

    Tools used were Fridlekh's AGH viewer, The Gimp, and the Istaria client.

    Here are a few sample 'before and after' images:




    Each fur color is reflected in the hooves and horns. I will probably revisit the male hooves as I'm still not completely happy with them. This is due mostly to the odd texture stretching... But I think I can work around it and bring them more in line with the female's with an update.

    If there is any interest in these modified textures, I'll zip them up and make them available.

    My next project will probably be an examination of the weapon models and associated textures.

  2. #2
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    Default Re: Satyr Texture Modification

    Any chance you can add to your list of texture work the poor fit of sleeves on essense leather (and perhaps other leather and hide armor)? As viewed from behind toon dwarf and saris (and maybe other races) wearing essense leather armor have lots of skin showing. Makes it rather difficult to do dyes that are well different than skin tone.

    Knossos

  3. #3

    Default Re: Satyr Texture Modification

    Quote Originally Posted by Knossos View Post
    Any chance you can add to your list of texture work the poor fit of sleeves on essense leather (and perhaps other leather and hide armor)? As viewed from behind toon dwarf and saris (and maybe other races) wearing essense leather armor have lots of skin showing. Makes it rather difficult to do dyes that are well different than skin tone.

    Knossos
    Looking through the available textures in Frid's exporter, it doesn't appear that we have easy access to the armor textures...

    Is the issue gapping in the textures or a mesh collision problem?

    The former I should be able to fix if I can figure out how to get to the textures, the latter will take access to the meshes for the various armor bits that I don't know if we can get - as well as a better understanding of how armor is placed on a base model (attachment points, how is the model resized to fit the base mesh, etc.).

    On a side note; under structures/community_building/ there are roughly 70 textures prefixed with 'castle_' - anyone know what those are for?
    Last edited by Raeshlavik; February 1st, 2010 at 12:29 PM.

  4. #4

    Default Re: Satyr Texture Modification

    Knossos,

    Okay, I found the models in question and broke out my trusty Granny tools...

    Unfortunately I can only look at the .gr2 (Granny) files, and not the .agf (Alchemy) ones. The dwarf_m_sc00_shirt_06.gr2 and dwarf_m_sc00_shirt_07.gr2 sleeves applied to the dwarf_m_m1_bodym.gr2 show that there isn't a lot of space between the arm and the back of the sleeve model - so if one were to turn up the muscularity, I can see where you'd get some collision between the arm and sleeve.

    Unfortunately, this isn't something I can fix without spending about $12.5k on the full Granny package so that I can import/export out of Maya. And then I'd have to upgrade to the full version of Maya at about $3k to do anything other than 'personal use'...

    There's a reason Vi charges us to play Istaria.

  5. #5

    Default Re: Satyr Texture Modification

    Quote Originally Posted by Raeshlavik View Post
    On a side note; under structures/community_building/ there are roughly 70 textures prefixed with 'castle_' - anyone know what those are for?
    Those are for the castle models. Which are ridiculously broken and why they are not used.

    Nice work on the satyrs, btw.

  6. #6
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    Default Re: Satyr Texture Modification

    Raeshlavik:

    The problem with the leather sleeves is that they are too small. The other sleeves (metal armor, cargo gear) are just fine. The leather sleeves are too small also as seen on Saris. So problem is unique to leather armor and is not just Dwarf but at least one other race as well.

    Knossos

  7. #7

    Default Re: Satyr Texture Modification

    Quote Originally Posted by Knossos View Post
    Raeshlavik:

    The problem with the leather sleeves is that they are too small. The other sleeves (metal armor, cargo gear) are just fine. The leather sleeves are too small also as seen on Saris. So problem is unique to leather armor and is not just Dwarf but at least one other race as well.

    Knossos
    I think I had a bit of a breakthrough in that it appears that most of the clothing/armor textures are listed under the humans. If you can post a quick screenshot of the problem, I'll see if I can find the corresponding texture in the pile and see what makes it different.

  8. #8

    Default Re: Satyr Texture Modification

    That looks great. Would love your mod. Very nice work.

    I lurk within the depths of your mind, for I am INSANITY!

  9. #9

    Default Re: Satyr Texture Modification

    "The hooves maketh the Satyr"

    They are awesome, nice job!
    Want to know more? Visit the Istaria Wiki!

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