Author Topic: Mogura's Guide to Client Customisation  (Read 9852 times)

Moogie

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Mogura's Guide to Client Customisation
« on: July 06, 2003, 03:15:03 pm »
Hiya all,

I felt a pressing need to do something helpful (or at least in the slightest bit interesting) for the PS community. I usually don\'t frequent the forums but I hope to alot more over the coming months (and maybe even years!).

With that little intro out of the way, I\'d like to write a simple guide to customising your client to it\'s fullest capacity. This guide is written with Molecular Blue in mind, but who knows, various things may still be possible in future releases depending on how much the file structure changes. I\'ll also rewrite this guide to incorporate changes and updates when Crystal Blue arrives.



1. Your Character.

You all know there isn\'t much variation at this point in time between character appearances. Basically, the only changes you can make for most species are those concerning clothing, hair and skin colouration.

However, you can change this completely. In the C:\\Program Files\\PlaneShift\\art\\textures\\races directory you will find folders for each of the currently implemented races in Planeshift, all containing the art files used for character appearances in-game. Note that the folders that start with an \'f\' denote female skins, whereas \'m\' denotes male. Obviously.

Edit them to your heart\'s content but remember one thing: you see characters according to your *own* files. Apply this to other people and you realise that they will not be able to see your custom skins. Sorry, but that\'s just the way it goes. Of course, you could always put your skins up for download...

[note: I highly recommend you use image editing software such as Paint Shop Pro 6 or Photoshop 7 for clean, natural looking images. There are many guides and tutorials on their use around the net if you need help.]


2. The GUI

Yes, you can change everything from the background of the chat box to the menu buttons, inventory, and even your health and MP bars. Files governing these appearances can be found in the C:\\Program Files\\PlaneShift\\art\\gui folder.

To properly skin the GUI you need to be aware of a couple of things at all times. There are two filetypes in this folder and you will be needing to alter both. TGA files are the hypothetical \'layer of skin\' that the game places over the other art file, the .png, which serves as a base or skeleton. The base file is used as a mask in-game, using pink as the colour of the invisible areas, whereas the skin layer is the image that will be visible to you.

.png files also manage the positioning of the GUI pieces. Try to make sure you keep your art in the same general position as the original art files- you may wish to make a backup of all the original files first and then compare the two.


3. Crystal Appearances.

Although I havn\'t tested this, my assumption is that the tga files found in C:\\Program Files\\PlaneShift\\art\\textures are the ones you need to edit. Ignore the jpg\'s. Also in this folder you can edit the appearance of raindrops, although seeing as the file extension is .png, I\'m wondering if this is merely a mask type image. Must experiment. :)


4. Weapon Appearances.

If you visited the last directory I pointed you to, you might be mistaken in thinking the subdirectory \'weapons\' in there contains the files you need. But it doesn\'t. What you\'re looking for is weapons.zip in C:\\Program Files\\PlaneShift\\art\\things.

The .spr files are the models of each weapon. I havn\'t been able to find a working editor for these files, so I can\'t be sure exactly what they are. However, I assume they\'re the actualy physical models.

When editing the .png files, be aware that the areas of black space outside the original weapon art will not be shown on the weapon model. You need to keep the basic shape and form or your skins may look distorted or worse.


5. Other art files/buttons/icons

For the most part, C:\\Program Files\\PlaneShift\\art\\buttons contains all other misc files that I havn\'t yet talked about. You should probably ignore any jpg files you come across here.


6. Keymapping.

People sometimes ask how to alter their key configurations. If you open up keys.xml (found in your root PS directory) you\'ll see a short list of all the currently assigned keys. You can edit this file in notepad, just make sure you save it as keys.xml.


7. Mouse Sensitivity.

To alter the speed of your mouse movement when using the mouselook mode, open up psclient.cfg found in your root PS directory. Scroll down to Part 3 and look at the line just above it.

The default value here is 1.0 but I think this is horribly low. You may change this value to whatever you please, but for guidance I suggest you first change it to 3.0 and then test the difference ingame.



Well right now that\'s all I can muster. In the end I had accidentally deleted this *entire* post at least five times. Luckily for me I was using notepad to backup the text ;).

Additions to this guide are greatly welcomed if you wish to post here your own customisation methods. Any questions or comments, feel free also. :)

Thanks for reading and I hope it was useful!
« Last Edit: July 06, 2003, 03:18:52 pm by Moogie »

Moogie

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« Reply #1 on: July 06, 2003, 03:27:56 pm »
Just a quite FYI tip- for aspiring artists or webmasters, the Planeshift fonts are located in C:\\Program Files\\PlaneShift\\data\\ttf :)

How handy. :D

Ayshe

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« Reply #2 on: July 08, 2003, 07:06:10 am »
Thanks for the guide Mogura :)

I had a bit of a tweak and created some new textures for the female Enkidukai



The textures are not as high quality as the originals but they add a little bit of variety (which is good of course). They have the 4 colours of clothing under, with a silkmesh armor layer, anklet boots and gloves.

May I just say that parts of the design process were hellish because I didn\'t have any of the proper tools... I had to download an image converter because Corel 6 can\'t handle .png or .tga. The part that caused me the most grief was the racelib.xml file that describes the clothing areas for the races (since I changed the shape of the mask I had to re-write it). I didn\'t have any idea what might create .xml files, so I created, from scratch, some software that took a .gif and converted it to the approrpiate code. I also had to create from scratch a program that drew the masks the .xml\'s described...

Having said that, it was fun and now all the kitties (for me at least) are dressed warmer :)
The Felines Lair

Moogie

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« Reply #3 on: July 08, 2003, 01:37:02 pm »
I\'m one of the lucky people to have downloaded your skin pack Ayshe, and I must say you did a very good job! Although the skins\' textures may look rough, there\'s a good design behind it and I just love the gloves and boots. One I\'ll be keeping. :D

Poynter

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« Reply #4 on: July 08, 2003, 10:30:41 pm »
Mogura, do you know how to edit the .DEF-files positioning the GUI? I\'m making a interface myself, but I need to edit iconbar.def to make it fit the custom GUI. Now, I\'ve tried a .DEF-edior and the standard txt-editor, but when re-zipping and launching the game, all goes to hell... :(

Moogie

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« Reply #5 on: July 09, 2003, 01:05:40 am »
Hmm, I \'accidentally\' experimented with this a little with a bit of customisation that I probably shouldn\'t talk about here. However, my changes affected the size and position of the Target window, so for actual non-moveable GUI components this might be an iffy solution.

Theres a configuration file in your root PS directory called Planeshift.cfg. If you open this in wordpad (not notepad- the formatting will be wierd and difficult to work with), at the end of the file you\'ll see dimensions of certain components such as the Player window (target window) specified.

The good thing is, you\'re not limited to just that. You can add your own and specify their PosX, PosY, Width and Height. So, here\'s what you do. With the prefix of \"Planeshift.GUI.\" and a suffix of either \".PosX\", \".PosY\", \".Width\" or \".Height\", you use the name of the .def file whos position and sizing you want to specify.

Now, I\'d like to quickly say that I havn\'t tested this, but I know from experience that it works on sizable windows. Infact, specifying the dimensions in this file not only gives you the results when you next load the game, but also actually \'locks\' the values. My target window ended up a small square block that I couldn\'t resize untill I removed the entries from Planeshift.cfg :)

Well, good luck, I think you should backup the file first before you start tinkering, I wouldn\'t like to be responsible for anything bad that might happen on your game!

Post back here after you\'ve tried it and tell me the results, I\'d love to hear if it worked. :)

Skain

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« Reply #6 on: July 09, 2003, 10:55:24 am »
while this is up anyone any idea how i managed to delete my scroll options and the yellow bit from my chat, or any idea how to get it back :D
-Skain-

Moogie

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« Reply #7 on: July 09, 2003, 01:46:00 pm »
Ooh err... not sure about that. What files have you altered? Maybe somebody could send you theirs.

Skain

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« Reply #8 on: July 09, 2003, 04:15:12 pm »
if i knew which files i wouldnt have a problem, ive altered pretty much everything I could just because i could :/
-Skain-

Vengeance

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« Reply #9 on: July 09, 2003, 05:59:30 pm »
This is an excellent guide Mogura.  I am sure it took a lot of effort to figure all this out.  Good luck extending it in the future.

People who do good texture mods may end up being contacted by the PS 2d team to help with the \"official\" mods also, so keep posting!

- Venge

Poynter

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« Reply #10 on: July 09, 2003, 06:40:47 pm »
Well, that didn\'t work. Too bad. Anyway, through painful experimentation I\'ve discovered my alterations to certain files isn\'t at fault. Turns out, all I have to do to get everything to fall apart is to zip up and re-zip the DATA/GUI.ZIP file. So, now I turn to the Devs: what\'s up with that? Is there some kind of \"stamp\" or \"file-certificate\" that get lost when tampering with the zip-files?

Moogie

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« Reply #11 on: July 09, 2003, 07:02:52 pm »
If you think this took a long time, you should look at my FAQ in the Newbie section. ;)

Thanks for the thumbs up everyone and good luck Poynter, that does seem very strange indeed.

Oh... Vengeance? Take a look at this, this is my character using a beautiful custom skin created by none other than the highly talented Ayshe! If you have time, tell us what you think. :)

« Last Edit: July 09, 2003, 07:09:04 pm by Moogie »

Iamthom

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« Reply #12 on: July 09, 2003, 07:27:09 pm »
geez its hard to tel whats what for the textures.....

anyway, my question is do i have to edit the mask files if i wanna change the race skins?
- Milden/Mildew (whichever you knew me by)

Moogie

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« Reply #13 on: July 09, 2003, 07:39:11 pm »
If you\'re planning on altering the actual shape of the clothes on the skin, then yes you will have to alter the mask file to coincide with this.

Poynter

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« Reply #14 on: July 09, 2003, 08:59:07 pm »
Yes! It\'s working. Turns out the zip-function in Win XP does something to the archive which PS doesn\'t like to much. Anyway, by using WinRAR I\'ve manage to go around this and I\'ll start in my custom UI right away.

Oh, nice skin btw. Keep it up!