www.tombraiderforums.com

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Tomb Raider Level Editor Tutorials

Closed Thread
 
Thread Tools
Old 24-09-07, 20:38   #1
Titak
Moderator
 
Titak's Avatar
 
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 29,895
Default Creating new outfits for Lara

Many people, including myself, have been creating new outfits for Lara.
Some just make outfits for others to use in their custom levels, others make new outfits to use for their own levels.

Whatever the reason might be, people have wanted to give Lara new outfits ever since the beginning of TRLE.

Several people have already created tutorials for creating outfits for Lara.
I've found one at TR Search Engine:

Outfit tutorial - Beginners by Trinity

There are also more related tutorials on that page, which show you how to remap vertices (which is needed in some cases) or how to design objects in Meta.


Retexturing meshes
Even if you don't know how the create custom objects/meshes you can still give Lara a new outfit by retexturing the original TR4 Lara model.
You can make this as complicated and detailed as you wish.

Here's an example of a retextured TR4 Lara model:



Changing Lara's meshes - basic
Changing Lara's meshes is a whole different game.
It can become very complicated, depending on the amount of detail you want in your outfit.

I have created new meshes for Lara, for the outfits I'm using in my Himalayan Mysteries levels.
These meshes are based on the meshes of the original TR4 Lara and the body proportions are roughly the same. The joint meshes have only been altered slightly and no extra vertices (points) have been added.
Some of the meshes needed to have the verticepoints remapped, like those on Lara's head (where the ponytail and neck connect to the head) and those on Lara's hands, where the hand connects to the wrist joint.

Here is an example of such an outfit:



Changing Lara's meshes - advanced
The above is not the limit.
You can give Lara even more detail and more realistic bodyproportions if you also change her joint meshes, like her waist and hip joints, to give her a rounder torso and rounder legs.

Outfit creators like Po Yu, Trangel and Horuss-Goddes have proven that such a thing is possible. They have created very detailed and realistic looking Lara models, based on a discovery made by Harly Wuson.

An example is Po Yu's AOD outfit:
http://www.trsearch.org/Items/2581


Tutorials
Below are some tutorials on how to correctly change Lara's joint meshes and body meshes, remap vertices and so on, without causing any bugs, like the infamous stretching bug.
More tutorials might be added later one.

The tutorials do not explain how to use STRPix or Metaseqouia, two important tools for creating new outfits.
Some basic knowledge of these programs is assumed.


- Changing Lara's meshes - advanced
- Remapping vertices with Strpix
- Texturing outfits
__________________
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 01-02-15 at 11:06.
Titak is offline  
Old 24-09-07, 20:47   #2
Titak
Moderator
 
Titak's Avatar
 
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 29,895
Default

Changing Lara's meshes - advanced

The most important thing when changing Lara's meshes is that you either keep the holes where the joints connect exactly the same or:

The shapes of the 'holes' where a mesh and a joint connect need to be exactly the same!

You can see an example of how to make the joints fit the skin meshes in Sapper's excellent tutorial A guide to remapping an outfit.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 14-05-09 at 15:01.
Titak is offline  
Old 24-09-07, 21:01   #3
Titak
Moderator
 
Titak's Avatar
 
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 29,895
Default

Remapping vertices with Strpix


As stated above, you will have to remap some vertices of your new meshes in some cases.
Some meshes always need remapping, other don't.
The hands, where the wrist joint connects to them, always need remapping (as far as I know anyway) and so does Lara's head, where the neck and ponytail connect to it.

Not all vertices need to be remapped, only those connected to a joint, like wrist, ponytail, neck.

In this tutorial I'll tell you about how to remap the vertices of a new 'torch hand'.
But the same steps need to be taken with a new head, new weapon hands, etc.

- Open Strpix, load your wad and scroll down to the new torch hand.
The top of the hand is connected to the wrist so those vertices (inside the pink squares) need to be remapped.



- go into points mode.
- select one of the wrist vertices by Ctrl+left clicking. The vertice number will appear in the left bottom corner of the Strpix screen.
Write this number down.



- Open the 'Remap vertices' window and type the number you just wrote down in the 'After' box.
- Type the correct number in the 'Before' box and click the 'Re-map' button.



- Repeat the above steps untill all vertices that are connected to the wrist joint are correctly remapped.

What are the correct vertice values?
You can find the correct values in the *** New Era Lara model by MrNiceGuy ***.
- Go into 'Points' mode and left-click + Ctrl to select the vertices. Write down the correct numbers.

NOTE:
If you are going to add vertices to Lara's joint meshes or her other body meshes, these values obviously won't apply anymore.
The easiest way to remap is to start with value 0, then work your way around the joint-hole, adding one to the value with each vertices.
So if you have a joint-hole with 6 vertices, they should be numbered 1, 2, 3, 4, 5 and 6.

For a lot more details on how to remap outfits, you should have a look at Sapper's excellent tutorial A guide to remapping an outfit.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 30-12-14 at 11:58.
Titak is offline  
Old 24-09-07, 21:52   #4
Titak
Moderator
 
Titak's Avatar
 
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 29,895
Default

Texturing outfits


Another pretty difficult and time consuming task is (re)texturing the (newly made) meshes.

The following tutorial was made by Trangel and was first posted in THIS THREAD.

-------------------------------------------------------
Tools you'll need:
- PhotoShop
- Metaseqouia
- Stripx
- Windows Paint

I'm going to be doing Natla Head Mesh for this tutorial

Step 1.
Lets open up Photoshop find the Natla Textures.



Now that we have that open find the cropping tool. You'll want to crop ouy whatever part of the mesh that needs to be textured. I'm going to crop the head.


Next we need to copy the cropped image to Windows Paint.
Once in Windows Paint save the file to somewhere easy to find.

Step 2.
Open Meta.
Now in Meta we want to find the mesh that needs to be textured.
Once you find the mesh it's time to isolate the specific mesh this means deleting things such as hair, lips and eyelashes

Before


After


-----
Now we've isolated what we wanted, now it time to find the textures.
Click on the view tab at the top and find set background image
once there find the image.

Don't worry about the size we are going to fix that.

Click on the scale tool located on the left and scale the mesh to size

This is sorta to scale now comes the fun part.
The texture doesn't quite fit yet so now we have to move the points to fit the mesh.
This is what you should have or something like this.

The purpose of this is for this to serve as a guide of how the texture are going to flow together, making the textures seamless.

Now we want to take a screenshot of the new guide.
make sure the back window is the onle visible window.

Step 3
We should of left off with the mesh over the textures you want to turn off
the faces lines and points, once you have that done hit the print screen key on your keyboard and copy the image to photoshop.

Now turn off the image and put the lines and points back on, again print screen the image and this time copy the image over the image you just
copyied.

Now you should have three layers the line image, the textures and back ground. you want to delete the back ground to make it eaiser for the next part.

Crop the image to get rid of everything else.

Step 4

Turn off the layer of the line image so that we get a semi transparent image of the lines

This is what you should have.


Now it's time to cut the image.
Find the cropping tool and begin cropping.
like this:



Do this to ever sqaure or triangle. for parts that don't form perfect squars crop which every side of the square that would fit the mesh.

Example:


Once you have that cropped, time to resize them.
Sizes i recommand
25x25
18x17 ( i use this the most)
-------
15x15
12x12

Helpful tips
-it is easy to get lost cropping so remember were you started.

-try doing it in a pattern, left to right, up and down etc.

-take your time, good texturing takes time, so you're in no hurry

-don't get fustrated. like i said before this is hard so take your time.

-and have fun with it. this makes it easy to texture any item, outfit, or object.

follow these steps and you'll have quality textured items in no time

Thanks for reading and happy texturing

TRANGEL
-------------------------------------------------------
__________________
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 01-02-15 at 10:59.
Titak is offline  
Closed Thread

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 14:56.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2017, vBulletin Solutions Inc.