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Tamriel Forums  |  The Elder Scrolls  |  Oblivion Mods (Moderators: Igiss, metamay, Crono, DM8954)  |  Topic: Class Image (.dds file)
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Topic: Class Image (.dds file)  (Read 1476 times)
IxCarole
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« on: June 27, 2008, 11:15:19 AM »

I post some image files in old Oblivion class, but it doesn't work. What should I do?

I see those old class images have a balck space. Do I need to add a black space too? And I can't find the old class image size. I think maybe I should use the same size.

Can someone give me any idea?
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DM8954
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« Reply #1 on: June 27, 2008, 01:34:37 PM »

I'm not sure what you mean by Oblivion class. [Edit: Nevermind. You mean character class, like Bard or Barbarian. Gotcha.]


.dds files need to have a pixel size... I think divisible by 8. I do know that the numbers below work, I'm just not sure if sizes in between do. They should.

2048*/ 1024 / 512 / 256 / 128 / 64 / 32 / 16 / 8

*Oblivion only accepts up to 1024 x 1024


So, the black space around the images is just filler to get it to a standard size that the .dds file will accept. When replacing an in-game graphic file with something you make it's always a good idea to use the same size.


768 / 384 / 192 / 96 , etc. might also work, if I'm remembering correctly that it's simply numbers divisible by 8. Even if any number divisible by 8 would work, Bethesda has been pretty consistent about sticking to the sizes in the first list above. So if you only have an image the size of the graphic, minus the black space, round your size up to one of the numbers in the first list above. You can mix and match (i.e. 1024 x 64) as required.
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IxCarole
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« Reply #2 on: June 28, 2008, 07:58:25 AM »

But I didn't find old class' image file. So, I don't know the real image size.(ex:Width, Height, Resolution)
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« Reply #3 on: June 28, 2008, 05:18:26 PM »

For .dds files, resolution doesn't matter. It's pure pixels... if you're starting from scratch and your graphics program demands a resolution, just use 72, which is standard screen resolution.

Have you unpacked your BSA? All existing graphics (and other resources) for Oblivion are packed into BSA files in the [Oblivion\Data] folder. You'll need to unpack (using an outside program called BSA Commander) the file called [Oblivion - Textures - Compressed.bsa]. From there you can start browsing and opening the texture files yourself.

I opened the acrobatics class images to let you know the sizes. You can use them as an example of how to size them... but it would be best to just use the originals as templates.

[All sizes listed will start from the upper left corner of the same file.]


Oblivion\data\textures\menus\class\attributes\load_image_acrobatics.dds
image size:
w=512
h=512
background paper texture:
w=410
h=410
actual icon size (and white area in the Alpha channel - has some black details):
w=240
h=344

Oblivion\data\textures\menus\class\attributes\load_image_acrobatics_small.dds
image size:
w=64
h=64
icon without the border outline (not required, except for consistency with the other icons):
w=56
h=56
Alpha channel (all white):
w=64
h=64

There is also a resized copy of each of these files in the folders menu80 and menu50. As the names suggest, they are scaled down (for different screen resolution settings that Oblivion runs in) at 80% and at 50% of maximum.

Oblivion\data\textures\menus\class80\attributes\load_image_acrobatics.dds
image=512x512
background=328x328
Alpha channel/icon=192x276

Oblivion\data\textures\menus\class50\attributes\load_image_acrobatics.dds
image=256x256
background=205x205
icon(no border)=120x172

Oblivion\data\textures\menus\class80\attributes\load_image_acrobatics_small.dds
image=64x64
Alpha channel/icon=51x51

Oblivion\data\textures\menus\class50\attributes\load_image_acrobatics_small.dds
image=32x32
icon(no border)=28x28


Like I said, it's best to just edit your new image on top of the old file, then flatten it and save-as your new texture... unless you're just trying to make new versions of the old icons... in that case just save right over them. I would advise extracting these BSA textures to a separate folder for editing and only moving the finished, working textures into your Oblivion data folder for in-game testing. As long as you make your file structure in the Oblivion data folder the same as it was created in the BSA, any files in there will be used instead of the typical Oblivion textures. There is no need to extract all the files to your Oblivion data folders, only the files you're attempting to replace.
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IxCarole
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« Reply #4 on: July 02, 2008, 10:31:11 AM »

I follow Oblivion - Textures - Compressed.bsa. Save .dds files in the folder: ...\Bethesda Softworks\Oblivion\Data\Textures\menus.  Use the same size. Then pack them into mypluginname - Textures.bsa. But I still fail. What reason make me fail?(I had been add these pictures in Oblivion class)(ex:acrobat, agent...)

"It's best to just edit your new image on top of the old file."->I didn't understand the meaning.

I didn't have a new background image. I just want to  use original background.
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« Reply #5 on: July 02, 2008, 02:04:22 PM »

I guess I'm misunderstanding what you're trying to do, then.

...."It's best to just edit your new image on top of the old file."->I didn't understand the meaning.

I didn't have a new background image. I just want to use original background.

What I mean by editing on top of the old file is, you open the original file, draw on top of that (or copy/paste onto it), and then SaveAs to get a new image with the same dimensions. Now, if you're not trying to edit it to look different... I don't understand what you're trying to do. If you want an exact copy of the image, there's no reason for a new .dds file. It sounds like you might just want to reference the same file in-game.

Please explain exactly what you're trying to do so I can better help you.


I follow Oblivion - Textures - Compressed.bsa. Save .dds files in the folder: ...\Bethesda Softworks\Oblivion\Data\Textures\menus.  Use the same size. Then pack them into mypluginname - Textures.bsa. But I still fail. What reason make me fail?(I had been add these pictures in Oblivion class)(ex:acrobat, agent...)  ....
I'm not familiar with the process of packing textures into a plugin-specific bsa file. I only have two suggestions (until I get more info on what you're trying to do) for you.

First, try naming that new bsa file mypluginname - Textures - Compressed.bsa.  Be sure and match the original naming format as closely as possible.

Second, keep in mind the folder structure within the bsa file. They're not all just in the BSA, they're organized in specific folders inside the file. Even inside the BSA, the game looks for "Oblivion\data\textures\menus\class\attributes\load_image_acrobatics.dds" within the file, not just acrobatics.dds. Along the same lines as this, perhaps you could skip the BSA file all together for now. Inside the zip file for your mod, just include a folder structure like this: "textures\menus\class\attributes\load_image_acrobatics.dds" It doesn't need to be in a BSA file for the game to recognize it, it just has to be in the right folder. When the user unpacks the zip file, they just need to put everything in the data folder.

"Oblivion\data"  plus  "textures\menus\class\attributes\load_image_acrobatics.dds"  equals  Oblivion\data\textures\menus\class\attributes\load_image_acrobatics.dds"

Whatever object or script is referencing that image will look for that full folder path in order to find it.


Again, please let me know what you're really trying to do and I can help you figure it out.
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IxCarole
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« Reply #6 on: July 03, 2008, 01:33:58 AM »

I edit old class(farmer, hunter). And let them become playable. But images didn't show. Then I try some ways. Maybe they are wrong... Sad

My progress:images in ...:\Bethesda Softworks\Oblivion\Data\Textures\menus\level_up\class_creation. And I packed them into mypluginname - Textures.bsa. Post images by TESConstructionSet.

The problem is when these classes become playable. Press one of these classes. The image will become the last existent class image which you even click. 

*I think acrobatic is a kind of skill in Oblivion. But the image in the folder "class". It's right.
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« Reply #7 on: July 03, 2008, 01:19:56 PM »

Well, I'm at work so I don't have access to the CS... and I'll be out of town until Monday morning... but I'll do what I can to help you out.

We were talking about different classes but you found the right one and it sounds like you are on the right track. The problem is, you can't simply place the images in the folder and expect the game to recognize them. When you created the new farmer class, there should have been a few options in there. One of these options should have been "Menu Image". You need to click on that and select an image. That image needs to already be in the proper folder when you get to this stage so that the correct file path is recorded in the new class.

I still don't know the exact process for repacking custom BSA files but I'm pretty sure that you need to select the image, in the proper file structure, before you pack the BSA. Once files are packed in the BSA, you can't see them in the CS to select them because they are compressed and hidden inside the BSA file. That's why I would suggest simply putting the images in the folder by themselves and getting your new classes to work in-game before attempting to add them to a new BSA file. It will be easier to figure out which step is causing the problem if you do it one at a time.

  • First put your new class images into the "Bethesda Softworks\Oblivion\Data\Textures\menus\level_up\class_creation\" folder.
  • While you're at it, add your 80% and 50% sized images to "Bethesda Softworks\Oblivion\Data\Textures\menus80\level_up\class_creation\" & "Bethesda Softworks\Oblivion\Data\Textures\menus50\level_up\class_creation\" respectively.
  • Then open your plugin in the CS, open/edit your new class, and click to add a "Menu Image". Find and select the image you want in the menus folder. (not menus50 or menus80)
  • Close your newly edited class, save your plugin, and exit the CS.
  • Activate Oblivion and your plugin file in the startup screen (before clicking play - I think the button is "Data") and test out your plugin by creating a new character and selecting the new class.
  • If it works, excellent! Now try packing the files (in the exact same folder system) into a BSA and see if it still works.

If it doesn't work, let me know everything you did and I'll try and help you out some more on Monday.
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IxCarole
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« Reply #8 on: July 04, 2008, 08:45:56 AM »

I add images before I pack them. And I even try this way. Two days ago. I tried to use an old image. And renamed it.

class_creation_witchhunter -> class_creation_hunter.

Copy three files from three folders. They are ...\bsacmd\out\textures\menus\level_up\class_creation
                                                              ...\bsacmd\out\textures\menus50\level_up\class_creation
                                                              ...\bsacmd\out\textures\menus80\level_up\class_creation

And paste them in ...:\Bethesda Softworks\Oblivion\Data\Textures(3 menus folders). Then pack them.

I think this is a stupid way. Because I still fail Huh

...

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« Reply #9 on: July 05, 2008, 03:25:17 AM »

I don't know if you're skipping a step or forgetting to say that you did the step but from what you just said, you might be missing two important things.

First, don't forget to go into the Construction Set, open your plugin, and set the new class you created to use the new texture you renamed or created. Look for "Menu Image" and make sure that they are pointing to the new file you renamed/created.

Next, do not pack them into a BSA file. After you set your menu image above, test it in-game to see if it works without the new BSA file.


If you've already done all that and you just shortened the explanation of what you did, I'm sorry for telling you twice. I'm just trying to make sure you didn't misunderstand me. I'm sorry I couldn't be of more help. I'll try the process myself when I get a chance early next week and see if I'm missing anything else. [It's difficult to answer these questions without the programs in front of me... and even harder now that I'm visiting someone with dial-up for the weekend.]

Good luck.
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