Retexturing a Prop
Note: If you haven’t done so, read the Modshop Beginners Guide - 6. Introduction to Retexturing before proceeding. With the upcoming changes to the Modshop, this tutorial could very well be outdated soon after it’s finished. Because of this, it’ll most likely remain in 1st draft form. This is the easiest, least tedious, and least informative way of adding a new variation of a Prop.
Make a copy of the TEMPLATE
1) With Moviestorm NOT running, browse to the MS Addon containing the Prop you wish to retexture, locate that Prop’s folder, and the TEMPLATE with the correct Prop name. As an example, the Prim_Backdrop_01 TEMPLATE is the flat backdrop and the Prim_BackdropPan_01 TEMPLATE is the curved backdrop.
2) Whatever your method, PC or Mac, copy and paste the file in this location. You will now have a new TEMPLATE file with the same name along with - Copy.
3) Rename this copy. You can name it whatever you like, however, it needs to be a name that SF will not choose in the future.
4) Open the renamed file with Notepad or the Mac equivalent.
5) In the first line, between <name> and </name>, change the text to whatever you named the TEMPLATE, and save the file.
Move the TEMPLATE to your Addon
1) With Moviestorm NOT running, make sure that you have an existing Addon to use or create one by browsing to Moviestorm/Addon and creating a new folder.
2) Fire up Moviestorm and go to the Modshop.
3) In the Master Browser, go to Models>Props and locate the TEMPLATE that you just created.
4) Right-click it and choose Addons>Move to>Your Addon.
5) Go to the left corner of the screen and change the Current Addon to Your Addon.
6) Go back to the Master Browser, left-click the TEMPLATE, and, at the bottom of the window, hit Save. This just ensured that, when you save again later, you don’t accidentally save the TEMPLATE in the wrong Addon.
7) Browse to the Moviestorm directory, locate, and open Your Addon. Notice that, when moving the TEMPLATE, the proper folder structure was built.
8) Within the Prop’s last folder, create a Textures folder.
Add the New or Modified Texture(s) to your Addon
1) Copy, move, or save the new texture(s) into the Prop’s newly created Textures folder. Note: If, instead of using a pre-made texture, you’re creating or editing one yourself, see the Texture Editing tip at the bottom of this page.
Setting Up the New TEMPLATE
1) Back in the Modshop, with the new TEMPLATE still highlighted, go to the lower window of the Master Browser and scroll down to the list of Materials. Note: When dealing with models, Materials are all of the surfaces of a model that shared the same texture when the model was imported. Two surfaces can be on opposite sides of a model, however, if they were both given the same texture in the modelling program, when selecting a Material and applying a texture, it will be applied to both of the surfaces.
2) At a glance, which Material is the one you wish to retexture may not be easy to determine. Click on any Material and the Body Part Material Editor (BPME) window will open. At the end of the file path for the Diffuse texture there will be a .jpg, .png, or .dds. Delete the last letter and hit Enter. On the model, the corresponding Material will turn black or grey. You now know if this is the Material you want to change or not. Add the last letter back into the path and hit Enter. Continue until you’ve found the correct Material.
3) Once the correct Material has been located, fill in the appropriate file path to your textures (Diffuse, Specular, Normal, Emissive) and hit enter. You should first try using the Browse button. If that doesn’t work, start with Textures/ and then the texture name and file type (.jpg, .png, or .dds). You may have to expand the path to Data/Props/Prop Name/Textures/texture name. Note: Sometimes the Modshop’s Browse feature doesn’t notice a Texture folder or its texture files, even after you’ve published an Addon and restarted. Also, if you have the correct file path and the texture appears solid black or grey, see Texture Sizes and Performance.
4) At the bottom of the Master Browser, hit Save.
5) To create additional variations, you’ll need to restart this entire process, including shutting down MS. Note: You can alleviate the need to restart MS by right-clicking the name of the Prop in the Master Browser and creating a new TEMPLATE. However, although this new TEMPLATE retains the meshes, Materials, and file paths of the original, it does not carrying over the ticked boxes and Shininess of any of the Materials. You’ll have to either continuously flip back and forth between the TEMPLATES to mimic its settings or take note of ALL the settings for ALL of the Materials, including those that you have no intention of retexturing. It may simply take less time to restart MS, and, you could be doing something more useful.
6) Login as a Publisher and, remembering to untick the Requires a License box, publish your Addon.
7) Close Moviestorm, restart it, go into a movie, and check out the Prop in Set mode. Place the MS model on set and, in the Customization window, you’ll find your variant side-by-side with SF’s.
Continue to Modshop Beginners Guide - 8. Retexturing a Puppet
Tip: Texture Editing - If you’re going to create your own texture (or edit one), for a model, it’s helpful to set up the new template first. Once you’ve done so, leave the Modshop running, open your image editor, edit the image, and save it into Your Addon, in the model’s Textures folder with a name ending in 01. Fill in the appropriate file path and see how the texture looks. If you need to make changes to the texture, do not save it with the same name. The Modshop will not re-read the texture and will continue to display its first iteration until its been restarted. Instead, save the new texture with the same name but change the 01 to 02. Then, in the file path, change the 01 to 02 also. Do this as many times as you like (03, 04, 05, etc.) but remember to delete any unused textures before you do a final publish and pack of the Addon.