Table des matières

Texture tools

Tools

To manipulate the textures of the ryzom game, we need the following tools:

  1. bnp_make (and bnp_make-frontend)
  2. tga2dds
  3. a drawing tool: Gimp and its plugin “DDS”

You can find the deposits by clicking below:

Concerning the linux version, the tools were compiled in static and can be used on any distribution/libc.

bnp file

decompress

Bnp_make is used to unpack “.bnp”.
Overall from here we can review all the textures of the game, even the interface elements.

After copying bnp_make to the folder containing the .bnp file and doing:

At the moment it is better to work only on .tga
For .dds, you need a second tool to create it, apparently the export gimp does not respect the Nevrax format, then you must use the tool tag2dss available in the tool package.

To unpack all bnp at once:

SYNTAXE bnp_make

SYNTAXE bnp_make

 Usage: bnp_make.exe [-h][-v][-p][-u][-l][-o<destination>][-i<wildcard>][-n<wildcard>] <input>
 
Where options are:
  -h or --help : Display this help
  -v or --version : Display version of this program
  -p or --pack : Pack the directory to a BNP file
  -u or --unpack : Unpack the BNP file to a directory
  -l or --list : List the files contained in the BNP file
  -o <destination>, -o<destination>, --output <destination> or --output=<destination> : Output directory or file
  -i <wildcard>, -i<wildcard>, --if <wildcard> or --if=<wildcard> : Add the file if it matches the wilcard (at least one 'if' conditions must be met for a file to be adding)
  -n <wildcard>, -n<wildcard>, --ifnot <wildcard> or --ifnot=<wildcard> : Add the file if it doesn't match the wilcard (all the 'ifnot' conditions must be met for a file to be added).
  input : Input directory or BNP file depending on command


dds file

Open a dds file

The easiest way is to install Gimp plus the gimp-dds You must add in GIMP-2.0\lib\ gimp\2.0\plug-ins.

On the other hand it will be necessary to pass through the tool tga2dds to re-compress the dds cleanly.

converting from tga/png to dds

Source
How to successfully save an DDS?
- I'm having problems saving an DDS img, gimp plugin saves thedds, i paste it to bnp & and receives error… Paint Net saving result in the number “​2”​ in background in menu. I'm editing the menu( launcher_bg.dds ).
- ​I suggest you use tga2dds to convert your TGA or PNG to DDS :) It uses only NeL supported DDS versions. And if you see “​2”,​ it means your texture is not a 2^x number and your graphic card doesn'​t seem to support “non-power of two”. Nowadays all graphic cards supports “​non-power of two” textures but you anyways need a multiple of 4(or 8) for with and height. What is the size of your image?
- Link for tga2dds, google hits milion result'​s. :/
- ​Did you compile the NeL tools? There is a tga_2_dds folder in code/​nel/​tools/​3d :)
- Ahh sorry, I forgot;

This tool can convert a PNG or TGA image to DDS format and automatically generate the associated mipmaps. As it is said in the forum exchange, it is better to use this tool because it generates the DDS with correct format compatible with that of Ryzom, which is not necessarily the case of GIMP.

SYNTAXE tga2dds

SYNTAXE tga2dds

Usage: tga2dds [-h][-v][-o<output.dds>][-a<algo>][-m][-r<FACTOR>] <input...>
 
Convert TGA or PNG image file to DDS compressed file using DXTC compression (DXTC1, DXTC1 with alpha, DXTC3, or DXTC5).
  The program looks for possible user color files and load them automatically, a user color file must have the same name as the original tga file, plus the extension "_usercolor"
Eg.: pic.tga, the associated user color file must be: pic_usercolor.tga
 
Where options are:
  -h or --help : Display this help
  -v or --version : Display version of this program
  -o <output.dds>, -o<output.dds>, --output <output.dds> or --output=<output.dds> : Output DDS filename or directory
  -a <algo>, -a<algo>, --algo <algo> or --algo=<algo> : Conversion algorithm to use
  1      for DXTC1 (no alpha)
  1A     for DXTC1 with alpha
  3      for DXTC3
  5      for DXTC5
  tga16  for 16 bits TGA
  tga8   for 8  bits TGA
  png16  for 16 bits PNG
  png8   for 8  bits PNG
 
  default : DXTC1 if 24 bits, DXTC5 if 32 bits.
  -m or --mipmap : Create MipMap
  -r <FACTOR>, -r<FACTOR>, --reduce <FACTOR> or --reduce=<FACTOR> : Reduce the bitmap size before compressing
  FACTOR is 0, 1, 2, 3, 4, 5, 6, 7 or 8
  input : PNG or TGA files to convert


To simplify: export from gimp the modified text in tga format, then in command line

We can also export from PNG, in principle.

Batch processing of all .tga images in a folder:

Or batch processing of all .tga or .png images in a folder:

To check: tga could create worries with some pieces. Conversion can be done in batch(of png to tga) thanks to Image Magick(to install on computer): For i in * .png; do convert $ i -channel A -separate $ i.tga; done Note: it does not give much at home… — zatalyz 2016/01/04 23:22

Create and modify a texture

There is a dedicated section for the graphical aspect of texture creation. ←- Needs to be created!!

Generate the final texture in RyzomCore format

Integrate the texture into play

Https://khaganat.net/wikhan/en:texture_du_terrain

Appendices

Old names of mobs used in textures

REST FOR CLASSIFICATION

Inclassable