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in Polish --> [1]

In this article, let me explain to you how to edit and replace the textures that are included in the game.

To begin with, we need to extract the bif files. About how to do this we will learn here There are two folders in which dds files are stored, that is, our textures. These are ,,_textures00“ and ,,_textures01” respectively. Having the textures extracted, we can approach their editing. To do this, we will need a Photoshop graphics editing program with the appropriate plug-in that will allow us to edit the dds files. We can also do this with another graphics editing program, but in this case we will use Photoshop.

Open Photoshop, then search in the folder ,,_textures00“ or ,,_textures01” for the texture we are interested in. In my case, it will be the Blue-Eyed model (_textures00/cr_bitch2_c2.dds) To make it easier, I will rotate it vertically (Free Transform/Flip Vertical).

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I found that Blue-eyed has an unfashionable dress, so I'll try to give her a little makeover. From the side menu, choose the “Lasso tool” or “Magic Wand tool” with which we select the entire dress of our courtesan.

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Now we can go to the heart of the matter, which is the texture recolor. In my case, I will change the color of the dress to pink. With the <crtl+b> command we invoke the Color Balance tool and adjust the colors to our liking.

latest?cb=20080807153532&path-prefix=pl

Our Blue-eye is now wearing a fashionable pink dress from Armani. Unfortunately, however, we missed a few places in the dress and we need to make up for it. We select the rest of the blue parts of the dress with the “Magic Wand Tool” and recolor again. At this point, our courtesan should look more or less like this :

latest?cb=20080807154437&path-prefix=pl

Now we are left with saving the textures. But before that, we flip the textures back vertically (Free Transform/Flip Vertical). IMPORTANT - remember to backup the edited texture beforehand, if you feel like going back to the old version. We save in the same folder from which we took the texture, in my case it is “_textures00”. When saving, we overwrite the old file (That's why backup is so important)and proceed to set the option to save the dds file. Using the Photoshop plugin, we should have such a window in front of us:

latest?cb=20080807155131&path-prefix=pl

In the saving options, we choose accordingly: - format: DXT5 (don't forget the alpha channel beforehand!) - MIP Map generation: all, Generate MIP maps - 2D texture

And that's basically it. If we want to see what our texture looks like in reality, we open the D'Jinni editor, create a new template by selecting the model whose texture we edited.

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