#2

29th Dec 2023 at 11:46 PM
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The concept is generally the same, yes.
EA uses different colours for CASP and OBJ masks, but in practice they can be interchangeable. If in doubt, use what the cloned object's mask is using.
Most objects use up to three channels, defined by RGB colours read from the Mask texture. Pattern A will apply to RGB Red (ff0000), Pattern B to RGB Green (00ff00), so on. Those colours are available from the swatches tab in Photoshop, not sure about other image editing software.
A fourth channel can be enabled that uses the Alpha channel, the part that is usually for transparency in other textures. On EA textures this often shows as an orange section on the mask- if you uncheck Alpha in
S3PE when viewing such a texture it you will be able to see the RGB parts.
You can open an existing Mask if you want to sample the colours, as they do need to be exact.
I open the texture for the object and apply the colours on new layers. If you aren't sure what on what parts of the texture correspond to what, it can help to check the UV map in Blender or even export it to see where the mesh lays.
When you check the Channels, you should see that they are each perfectly black and white. White representing the presence of that colour and black representing an absence. This is what a Mask I made yesterday looks like in Photoshop:
The image then needs to be saved in .dds format. GIMP can do this by default, Photoshop needs a plugin.
If it's a three channel mask, it can be saved with DXT1 compression. If it's four, it needs to be DXT5 with alpha.
The multiplier for the object also needs to be greyscale, of course. You may want to adjust the contrast if you find that it recolours too dark or light.
The Overlay texture will ignore the mask and apply itself on top with its original colouration.
I can take screenshots of any of the other steps, I just wasn't sure how much you had already read on the process
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