Adding Images to a custom class

Post » Wed Mar 17, 2010 10:04 am

Hey all, I am currently creating a personal mod to add a Legionnaire class to Oblivion and would like to add images to the class... However I am unsure of what resolution/size/whatever to make each image. I know the TES Construction Set Wiki says that I can check the files:

* \Textures\Menus\Level-up\class_creation For large resolution images
* \Textures\Menus80\Level-up\class_creation For medium resolution images
* \Textures\Menus50\Level-up\class_creation For low resolution images

But those don't seem to be in my Oblivion directory.

Any help on this?
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Wed Mar 17, 2010 3:17 am

Those folders exist within Oblivion Textures-Uncompressed.bsa. You can browse it with BSA browser that came with OBMM. At least that's how I browse mine
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Tue Mar 16, 2010 6:30 pm

Those folders exist within Oblivion Textures-Uncompressed.bsa. You can browse it with BSA browser that came with OBMM. At least that's how I browse mine


Alright, whereabouts is the BSA browser?
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Wed Mar 17, 2010 10:17 am

OBMM>Utilities>BSA Browser
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Wed Mar 17, 2010 2:13 am

Alright, it's still kind of tough to pick out those three files among all the others though.
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Tue Mar 16, 2010 8:51 pm

I believe you don't actually have to browse the bsa. Simply create the folders yourself in Data folder, it's a custom class anyway

That bsa browsing thing is useful to extract the stock images and see the dimension of the images
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue Mar 16, 2010 7:45 pm

I believe you don't actually have to browse the bsa. Simply create the folders yourself in Data folder, it's a custom class anyway

That bsa browsing thing is useful to extract the stock images and see the dimension of the images


Yeah, I extracted them and made an image with the exact same dimensions but the DDS Converter I downloaded isn't allowing me to convert the image to a .dds so I don't really have a way to put it in the game now.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Wed Mar 17, 2010 8:49 am

If you're using Photoshop, there's nVIDIA's DDS Plugin for Photoshop that will allow you to save the image as .dds.

Or refer to http://cs.elderscrolls.com/constwiki/index.php/DDS_Tools for sets of dds-related tools
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Wed Mar 17, 2010 4:16 am

Yeah, I extracted them and made an image with the exact same dimensions but the DDS Converter I downloaded isn't allowing me to convert the image to a .dds so I don't really have a way to put it in the game now.

What file type are you trying to convert into a .dds file?
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Mar 17, 2010 8:40 am

What file type are you trying to convert into a .dds file?


I'm using the DDS Converter 2.1 listed on the TES Construction Set Wiki and I've tried converting it from .jpeg, .tga, and .png to the .dds but none of them seem to work.

And on top of that I'm having some scripting problems now that I know worked on the last class I made... Goddammit.
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Wed Mar 17, 2010 6:55 am

I use Paint.NET, and it comes with a built-in DDS exporter. I know for sure that it works.

Plus, the whole program is easy to use. People recommend GIMP, but I recommend Paint.NET. (Heck, I'd recommend MS Paint before GIMP...)
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Wed Mar 17, 2010 8:54 am

When you state that the conversions don't work, do you mean the conversion process fails, or the result is not usable in the game?

The former is likely to be related to support for things like alpha channels, e.g. you can't convert a type that doesn't support transparency to one that does, because there's no source for that channel.

If it's the latter, the most likely thing is you used the wrong setting for the conversion. Some dds files need to be DXT1, others DXT3 or DXT5, according to how they're used. Mipmaps may be required, or not allowed, etc. If you extracted an existing one, then DDS converter will show the settings for Alpha, mipmaps etc. for that, and you need to get yours to match.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm


Return to IV - Oblivion