|
|
All textures for Rallisport cars are held in the .DDS format and it is these files that you will need to edit to create new skins for your cars. I will try and explain how I edit car skin textures here using Paint Shop Pro (which is version 6 and my program of choice for this (along with Realdraw). Later version can do all I describe and more but may do it in a slightly different way.. but it's all there.. and PSP contains some really good help files so if you get really stuck try them first.), however the methods described can be used just as easily in any other good graphics package. After all it's the method and not the tools that are important here.
This tutorial assumes that you have already un-packed the Rallisport Game Files, if you haven't then please follow the instructions under the menu for "Addon Car Skins". |
In order to edit DDS files in Paint Shop Pro you will need to install the .dds plugin. To do this |
|
|
|
||||||||||||||||||||||||
Each car generally (although not all) have a number of textures associated with it. Which ones you need to replace will depend of what level of detail you have both the players and opponents cars set at. The texture file size for each are :
So.. if, for instance, you run the game where your (the Players) car's level of detail is set to High then you will need to create the High Detail version of your skin (eg..Peugeot206wrc_1012.dds for the Peugeot 206) and install that. If you set the opponent's car detail to Low you will also need to create and install a Low Detail skin (eg. Peugeot_206_lod3.dds for the Peugeot 206). Alternatively you can create all 4 texture files and be done with it.
Although all the texture skins need to be created slightly differently you don't worry about it as it's only the masks that change and you will only need to make slight changes to each skin which can be done simply. For instance the Full Detail skin is different to the High detail skin. However, for the Medium and Low Detail skins you can basically use the same file as the High Detail skin, but I'll explain this in a bit more detail later.
|
||||||||||||||||||||||||
The dds files used for Car texturing consist of 8 texture areas each one being half the size of the previous one and used by the game engine for different viewing distances. For example the skins below is for the Peugeot 206 :
The texture area sizes (in pixels) are :
Finally, DDS files are 24bit colour and so can contain anything upto 16 million colours (more than enough !) |
|
||||||
Before you do anything it's probably worth copying the files you're going to edit to a separate folder somewhere else on your hard drive. You can then do all you're editing on these with no fear of wiping out the original file until you're ready.
Once you have copied all the car texture dds files (here I'm using the Peugeot 206) you'll be presented with 4 texture files. The first thing to do is to open up the Full Detail one and select, copy and paste (as a new image) the largest texture size area (1024x1024) as shown below. Save this as FullDetail.bmp (or something similar). Now do exactly the same but with the High Detail texture and save this one as HighDetail.bmp for instance. This way you can open them easily in PSP (or any other graphics package) and work on these without having to overwrite the original dds files (useful for now if it all goes horribly wrong). Like so :
|
|
The easiest way to create a new skin is by using a series of masks which can be used both as guides and to apply details etc.. on the final skin design. Each texture area contains a front view, rear view and top view. Believe it or not the above file texture contains all of these with the front in the top left, the rear in the top right and the top view in the bottom two thirds of the area. Unfortunately most Full Level texture files (the above is Peugeot206Wrc_1012 file is for the Full Level texture) do not contain outlines to show where each bit is. Fortunately the High Level texture files do so we can create masks using this if the Full Detail texture doen't give you any clues about the outlines.
For each texture you will need to create a number of masks :
But you don't need all masks for all texture detail levels. Clear as mud I know.. but things will be explained.. trust me.
Before I do this.. let me say a little about what graphics packages I use.
|
![]() |
|||||||||
|
|||||||||
First let's create the masks for the Full Detail Texture File (here I'm using the Peugeot206Wrc_1012 texture) as this requires the least number of masks. In fact you could create the texture without a mask but I prefer to use at least the outline mask so at least I know where I am when I'm designing the texture. |
|||||||||
|
|||||||||
Ok.. Firstly if the original Texture File was like the one I'm using (ie. without and outline of where the various texture bits are) then I suggest you use the High Detail Texture file to create the outline mask. If you're Full Detail Texture file does contain the outline for the textures then I suggest you use this as they ca be slightly different to the Full Detail Texture file layout. Let me show you what I mean : |
|||||||||
|
|||||||||
|
|||||||||
|
![]() |
||||||||
Here the Full Texture (Peugeot206Wrc_1012) doesn't contain the outlines |
So I'll use the High Detail Texture (Peugeot_206_lod1) because it does. |
||||||||
|
|||||||||
So let's get started on the outline...
|
|||||||||
I would like to point out at this stage that the Full Detail Texture does NOT require any details to be added (eg. Door Handles, Lights etc..), so you can ignore these (remove them) and concentrate on the basic outline. All the details are all added by the game from separate files during play. (You can find these in the same directory as the car textures) so this makes creating texture and masks for the Full Detail level really easy as all you are after is something to give you some idea of where everything is on the texture. |
|||||||||
|
|||||||||
And that's it for the Full Details Masks, save your file as a .psp file to preserve the layer data and you're finished with this one for now. |
|
OK.. You can now wipe the background layer (select it and cut it.. or simply set the Fill Tool to "Solid Colour", select White as the colour, set the tolerance to 200% and it will fill the background layer white). Now you are ready to create your texture. However, I usually create my texture on a new layer (making sure the texture layer is below the mask layers) and retaining the texture file on the background layer as a guide or reference. By using layers it means you can do whatever you like on one layer and it won't affect any of the others. Remember you should create textures for the top, front and rear so that the edges of the textures match to provide a seamless transition between textures on the car.
Like I said before, you don't need to add any details such as lights, door handles, panel joins (like door outlines) or highlights, air intakes etc.. etc... to your texture layer because all these are now on your Mask layers and will be "switched on" when we start to save the skin files. You may also want to create new grills for some cars but like I always say.. it's up to you.
Experimentation is the key. Here is my Peugeot - Team Black Skin..
When you're done you are now ready to create the final dds files. |
|
Once you're happy with the car texture you'll need to create the dds files. The easiest way to do this is to
Full Detail Textures
So your DDS file should now look like this : (obviously not quite as you'll be using your own texture)
High, Medium and Low Detail Textures
The process for creating the High, Medium and Low texture files is exactly the same only you will need to hide the "Full Outline" mask and make sure that the "High Outline" mask and the "Shadow" masks are visible. You will also need to adjust the transparency of your "Shadow" layer to get those nice subtle shading and highlights to look right. Then simply :
Merge the visible layers Copy the "merged" layer And carry on as for the "Full" detail texture. Remember to use the correct dds file though as the High, Medium and Low all use different texture files. (Enough said about this already). |
|
You now need to save the dds file in Paint Shop Pro.
This is where you need to remember to "Use Existing Mip Maps". PsP will ask you this when in the DDS save dialog :
Click "Save" and save it as the same name as the original dds file (in this case here "Peugeot206Wrc_1012.dds) and you'll be ready to use your new texture in the game.
To do this simply replace the dds file in the appropriate game archive folder (where you got the original dds all that time ago) with your new one. I recommend renaming your original dds file to something else (eg. Peugeot206Wrc_1012.orig) so that you can always go back to this one if you really need to.
I also tend to do all my editing in a totally separate area on my hard drive, that way I can have loads of dds file etc.. and just simply copy the one I want into the game from this area.
Well that's it.. I hope someone has fun with this. |
Well that's almost it.. (unless you are only halfway through and came here to get some info on layers). So as promised here is some info on how Paint Shop Pro uses layers and the fun you can have : |
||||||||||
Let me start by saying how wonderfully brilliant layers are.. after you've got the hang of them you won't be able to do without them. So what are these layer thingies I hear you cry (or maybe I don't) |
||||||||||
What Are Layers |
||||||||||
|
||||||||||
Layers are just that - Layers. Think of a layer as a piece of transparent paper (tracing paper if you like) so you can see through it. Layers are also layered in that one can sit over another. Layers are ordered so that any layer is above any layers below it. This means that if you draw on a layer, anything you draw will be opaque and so obscure all layers below it in the area you have drawn. Also anything done on one layer (cutting, drawing or anything else really) will not affect any other layer.
Confused.. well lets start by creating some layers and having a play. |
||||||||||
|
||||||||||
First you will need to create a new file with the menu option "File - New". Then you will need to make the "Layer Option" window visible (if it isn't) by clicking the checkbox next to "Layer Palette" under the "View - Toolbars" menu. This will then display the Layer Palette.
If you now look at the layer palette for your new image (make sure your image window is selected as the current image) you'll see the following:
Ok..
So let's adda new layer or two... |
||||||||||
|
||||||||||
Adding new layers |
||||||||||
|
||||||||||
If we right click on the "Background" layer we can select "New Raster Layer" to get the dialog window below :
Here we can set the name (default is Layer.. and then the next layer number). You can rename it by entering the new name before clicking OK. For now leave everything as it is and click OK.
We have just added a new layer as we can see by the Layer Palette window.
When we add a new layer if you right click on any of the existing layers in the Layer Palette window, the new layer will be add above the one currently selected (or right clicked on). Here "Layer1" has been added above the "background" layer as we right clicked it to add "layer1".
You can also delete layers by right clicking the layer you want to delete and selecting "Delete".
You will also notice that the new layer "Layer1" is now selected as the current layer (as show in the Layer Palette title bar).
|
||||||||||
Ok.. enough of this.. let's add some more layers and do some stuff. |
||||||||||
|
||||||||||
Doing Stuff With Layers |
||||||||||
Ok.. I've added another two layers (that's three in all + the background layer).
Now if I select Layer 1 and do some drawing, whatever I do will only affect the current layer (layer1 in this instance). Try it and see how you get on. If you now hid layer1 (or whatever layer you drew on) then whatever you did will disappear from view. Un-hiding it obviously brings it back. Be careful with layers as you ca still draw, cut, paste etc.. on a hidden layer (if it is selected as the current layer) even though you can't see it. You have been warned.
The next screenshot shows you how the various layers are "layered". I have add text to all layers (just the layer name) so you can see how layer3 is on top, layer2 below it and layer1 below that.
If we cut any region of the layer out (using the selection tool etc..) then that will return that area to transparent (ie. remove what was there and go back to a transparent area)
Finally.. we can adjust the transparency of any layer by using the slider in right hand panel of the Layer Palette Window, opposite the layer we want to change. Here I've made layer3 semi (50%) transparent. I've show the Layer Palette Window and the effect on my test image.
Cool eh ! You'll need this later when we talk about setting Shadow Masks.
|
||||||||||
Before I finish this quick bit on layers (and it is short I know) let me just add something about pasting images into layers.
|
||||||||||
Pasting Into Layers
|
||||||||||
If we paste an image into a layer then it will obscure anything below it, like this..
That's not quite what we wanted. The way to get around this is to use the "Paste As Transparent Selection" option in which PSP will remove the background for us. Before I go any further there is a slight drawback in the way PSP does this. Firstly it is not possible to make things like trees etc.. disappear from and image without a lot of work (PSP will not just do this) and secondly you will need to play with this to understand how it works.
When you paste a transparent selection you can get PSP to replace a single colour in the image with transparency, you cannot (that's CANNOT) replace more than one colour with transparency. To paste a "Transparent Selection" you need to set the background colour on the "Colour Palette" to the colour you want to be transparent when you paste the image into the layer. Having done this, copy the image and use "Edit - Paste - As Transparent Selection" (or Ctrl - Shift - e).
Here's an example :
Ok.. that's all I'm going to do at the moment on this. If you need help then I suggest you look at the paint shop pro help file as it will give some great information on layers.
Finally.. this tutorial was done using Paint Shop Pro 6 (cheap and very useful as far as I'm concerned) and although later versions do contain additional functionality for layers you may find that some of the button or layouts will differ in use.. but the basic principles will remain the same so I hope all this helps.
|
||||||||||