Hey everyone, I'm new here. A member at Obsrv.org suggested I post this here to gain interest in OB modding. I've ripped the text right from my own topic on the site. If you're generally uninterested, that's fine. If you're interested, well I'm glad. You can mod for offline play or online play, no extra steps needed so this is fine for those of you not on Obsrv.org. Perhaps some expertise around here can add to the OB modding community (which is quite small. Probably no more than 10 people really) or find new ways of simplifying the process. Anyhow, enjoy.
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Hey everyone, I've seen this topic pop up a few times now, as well as have been personally requested to make one, so, I'm going to. This is for all those who want to contribute to the modding community, simply learn how the process works, or just are curious to try something else with it.
Away we go.
Things You Will Need- AFS Explorer
- NBD Tools
- OPTPiX Image Studio for PS2
- Python27
- A List of the Character Models
- An ISO of the Game (No piracy)
- A Sort of photo editor (Photoshop, SAI, etc.)
I'm assuming most of you here are familiar with AFS explorer by this time (at least, if you're actively applying mods). It is very simple to use and you'll need it for extracting files (only the first time, so long as you never delete them/overwrite them) and then applying at the very end of the process in the same fashion you're all used to.
I have a starter pack available for download that comes with AFS, NBD Tools, OPTPiX and the costume files for all eight main characters with a few randomly chosen NPC files as well for starter purposes as well as the key listing the rest of the models' file numbers. Some folders come with character files already in PNG form, ready for immediate editing. If you would like this, PM me as usual with "Starter Pack" or something alike.
You will have to get Python27 yourself...which is fairly simple. A Google search will do the job for you in less than 3 minutes.
So, let's begin the process. WARNING, if you're unfamiliar with editing via digital art (Photoshop, SAI, etc), you'll obviously have to take the time to get acquainted with whatever tool you decide to use. I use SAI personally. I'm all for giving some tips or starter advice but I do not want this to turn into a classroom of teaching each and every person how to use these things. Google is your friend. Again, tips are fine, but walking through the learning process, I'm not going to help. Sorry if this is harsh but you have other resources for learning.
Step 1: Extracting The Costume You Want to Use As a Base (AFS)Let's clear something basic here. The costume you edit is NOT relevant to the costume you want to replace. For instance, editing Cindy C does not mean you will have to replace Cindy C. You can place any costume on any player character (NPCs included). So, if you so choose, you could make every cast member Cindy C by simply renaming Cindy C and applying her over every member's #. In essence, choosing the base is important, some costumes are simply more flexible than others, so don't feel limited in finding yourself using the same base for multiple costumes. I personally use Cindy E, and Yoko E for a lot of their edits, as they're incredibly flexible edits.
Now, to actually start. Open AFS Explorer > File > Import AFS File from CD Image > Choose your ISO > Choose NETBIO00.DAT > Double Click [romdata.afs]/ > Right click your costume of choice (For exemplory purposes, I'm going to choose Cindy E, since it is a easy to read graph. Cindy E is P07_04) > Export > Save wherever you're comfortable with. I recommend making an "Outbreak Editing Folder" filled with sub-files and sorts. Organization will help a lot.
Wa-la. You Have the texture file. What's that? You can't open it and view it?
Step 2: Making The .NBD Files Pictures for Editing (NBD Tools)So, you should have a .NBD file that you just exported. In this case, I have Cindy E's file, P07_04.NBD. What you need to do is copy/cut that file and paste it inside the NBD folder where you have the application named "nbdx.exe." Simply drag your file over top that and you should then see a list of new files appear.
In my case, after dragging P07_04.NBD over nbdx.exe, 4 new files appeared.
- P07_04.NBD_000.TM2
- P07_04.NBD_001.MTL
- P07_04.NBD_001.OBJ
- P07_04.NBD_001.TM2
The important files here are the two .TM2 files. (NOTICE: NPCs only have one .TM2 file and thus only one PNG will come later. Just keep that in mind.
Now open OPTPiX iMage Studio...
File > Open Image > Find the two .TM2 files because, surprise, OPTPiX can read these as images! Yay. Now simply open both images within the program and "Save As" both images as PNGs so they're freely viewable like any other picture.
Before continuing on, this is where the actual editing begins. I recommend that you have folders set up per character, per costume file to keep things neat. It is best to NEVER overwrite the original File (P07_04.NBD in this case) nor its-now-PNG version. If you never overwrite these, you'll never have to repeat these steps if you ever want to re-use this costume as a base again.
Step 3: Where the Magic Happens
Now there isn't much to be said here. This is where your creativity and talent comes into play. You should simply be able to open your two new PNG files.
I'll provide an example of how I made a costume (not in-depth of the techniques) just to show an example. For Cindy E, this is what you will see, and what you will edit.
With the finished process looking like this...
The process in building "Enforcer Cindy" (an unreleased costume at this point, but finished) was roughly as follows.
I knew what I wanted from the get-go. I laid down a blue undersuit that she would be wearing from head to toe. I then made this suit 100% transparent. Reason for doing so is so that I can still see the original graph underneath as I edit overtop of the suit. I then superimposed some armor images with some slight edits here and there.
I created belt loops on her pants, then slipped the belt underneath of the loops. Alignment is important, so I made sure her pants matched with the pants of the original graph. I then erased where the front of her neck is so that skin is showing (upper left of body img) and added some shadows along puffier gear (helps in giving a 3D look in-game. Using dark-colored- light-handed airbrushing creates this affect quite well).
Moving onto her face, I quickly added some heavier make-up as I wanted it dark. The lower right portion of her head graph is her arm (if you look closely, you can see her elbow and the inside crease). I repeated the blue suit texure over there. Added black leather near bottom for wrislet gloves, again added shadow and sloppily tacked on some black casing around her upper arm.
Lastly, her legs. Same process pretty much. Though I had the front of her lower leg designed with the laces of the boots, and the upper part of her leg black to extend the naturally ugly cut-off of her default shorts into something that looks nicer while still being short. The upper right also contains the top of her foot that naturally shows through her heels. I simply added more of the boot texture overtop of that so that the boot would be complete.
The costume is now done looking like....
Now. Usually these things take a few test runs. I'm also used to reading the graph, and knowing how it will wrap around her 3D model. These things come with time, but if there are parts of a character's graph you can't tell what it is, post the image, and ask me.
Convert your image into Index mode now (SAI cannot do this to my knowledge. I have to open the file in photoshop after saving to do this) with the settings akin to this: (If using a program that cannot convert to Index mode, skip this list, read the rest of Step 3, then read this list).
PALETTE: Local (Selective)
COLORS: 240
FORCED: Black and White
TRANSPARENCY: Yes
MATTE: None
DITHER: Diffusion
AMOUNT: 75%
PRESERVE EXACT COLORS: No
When you're done, save your files as PNGs once more. Remember, try not to overwrite the original to save yourself a hassle. I also recommend saving again as whatever file type lets your program reopen the image with all the layers still in-tact, for re-editing purposes that you'll most likely need.
Now, let's hope you aligned everything right, and see what it all looks like...
Step 4: Converting Your Creation Into the Appropriate File Type
Phew. Wanting this to be over right? Well, think again! Still got a ways to go if you're unfamiliar with the process.
If you're image is saved all PNG-Index mode-like, re-open OPTPiX. Select your now edited PNGs that you just created. "Save As" both of them as .TM2s now.
You should get a "File Saving Option" box.
Make sure, 8bit TIM2, 32bit CLUT, and CSM1 CLUT are selected. IF YOU CANNOT SELECT THESE, YOUR IMAGE IS NOT INDEXED. GO BACK TO THE END OF STEP 3 AND INDEX THEM.
GS Register Manual Setting box should remain unchecked, and alignment should be set to 128 bytes. Click ok. After doing this for both images, you should have two new .TM2 files that are based on the edits you made.
Step 5: Using Python27 to Recompile the File
Well now you have two files, neither of which are .NBD, which you need in order to insert them into your ISO through AFS. What now?
Copy/Cut your two new .TM2 files (In example, P07_04.NBD_000.tm2 and P07_04.NBD_001.tm2) into your python27 folder. Also, grab the original costume file, the .NBD type (P07_04.NBD) and paste in the Python27 folder as well.
Now you have to do the semi-computer science part of it. I'm going to lay it out straight, step-by-step. You're going to need to open your computer's command prompt. I do so by right-click the "Start" icon and hitting "Run," then by typing "cmd" and clicking enter. Once your black box is up on your screen, you need to direct your computer to your Python27 folder. Mine is on my C drive. I believe it should be the same for you unless you moved it.
So, type...
cd c:/python27
If there is no error, continue on. If there is an error. Find the file path to your folder and type that instead.
Now...your going to essentially extract the textures out of the original file by typing... (again, I'm using my example of Cindy E. Replace her file number with whatever yours may be).
python.exe nbdtool.py x P07_04.NBD
Hit Enter. Next...
python.exe textool.py x P07_04-01.TEX
Enter. Next.
sld_pack P07_04.NBD_000.tm2 P07_04-01-01.SLD
Next.
sld_pack P07_04.NBD_001.tm2 P07_04-01-02.SLD
Next.
python.exe textool.py c P07_04-01.INF
Next.
python.exe nbdtool.py c P07_04.INF
Enter.
Now if no errors occurred during this operation, you are near completion. Copy the .NBD file now (P07_04.NBD, should be the same as the one you placed here before starting this process but you should see the date modified should have updated).
Step 6: Placing Your File Into Your ISO
Create a new folder (preferably within your other Outbreak folders) called romdata.afs
Sounds familiar, right? Place your copied .NBD file within. Now open up your list of character models and rename the file you created, the .NBD file, into the name of the character slot you want to overwrite with your costume.
Open AFS explorer and do the same as before, File > Import AFS File from CD Image > Choose your ISO > Choose NETBIO00.DAT. Now right click [romdata.afs]/ and choose "Import." Most of you are familiar at this point.
Choose YOUR romdata.afs folder. AFS might ask to rebuild the AFS file. Click "Yes." Choose a name for the file and let it build to 100%. Once successful, you should be asked to load the file you just created. Hit "yes." Now go File > Insert AFS File Into CD Image > Choose your ISO > NETBIO00.DAT > Let it insert (It'll stay at 0%, this is fine).
Boom. You're done. Start your game, select the character your replaced and check your results. If it isn't up to par, go back to step 3, make edits, and repeat the process that follows until you get the results you want.
So, this is the process as a whole. It may be overwhelming at first, but it becomes second nature after you spend time with it. You're gonna need perseverance if you're both artistically and technologically challenged.
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I hope this opens some peoples' eyes to the work some of the modders here put forth to do some of the things for the community. I am continuing to take requests in my other topic (planning to release the next pack before Christmas. I know that is a wait, but it is going to include roughly 50 NEW costumes) but this gives people a chance to do so themselves if they're capable.
Hopefully I didn't leave anything crucial out. Questions are obviously welcome. I'm going to list below a few common intricacies of the main character costumes texture maps just to help answer some questions I am sure will come up. Thanks for reading, best of luck
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General:
- Often times, arms, legs, and faces will only show one or half, repeating whatever design you put on the half present meaning asymmetry is impossible on most costumes.
- You cannot add 3D pieces, nor take them away. No creating new clothes. This is tight female costumes such as Cindy E present the greatest stride of flexibility. She is basically a naked, 2D canvas to manipulate for drastic effects.
Cindy A:
- Bow tie is the little black square in the upper right.
Cindy E:
- The underwear is deceptive. The pants go higher than they appear.
- Coloring the legs present just below her pants will have no affect on her 3D model whatsoever.
- You cannot color her entire hand as her hands are not actually present. They simply repeat the texture on the lower half of her arm. Stick to short sleeve costumes for the most part.
- Her bracelets also do not appear. They will repeat the textures found on her bikini top area and pants area.
- Her shoes repeat the texture found on her headband.
Kevin B:
- Cannot Transparency hat
Kevin C:
- Hands do appear. Still unsolved but they appear to repeat his undershirt texture.
George C:
- His white undershirt peaking out did not seem to be affected when I colored over it. Instead, it reused his scrubs texture.
Alyssa B:
- A trainwreck to customize. Do so sparingly. Her wrist bands half repeat the white stripes of her top and half the black.
- Despite skin showing in the texture, the torso skin is not actually affected by your changes in-game.
Alyssa C:
- Using transparency tactics can lead to shortening the length of her skirt pretty drastically.
Alyssa E:
- Hat appears to repeat another part of her running suit's texture.
- Cannot transparency hat due to this.
Yoko A:
- Cannot transparency backpack or overcoat
Yoko B:
- Cannot transparency portions of skirt
Yoko D:
- Cannot transparency hat
Yoko Z:
- Cannot transparency coat.
Jim A:
- Cannot transparency hat (need a double check)
Jim C:
- Cannot transparency hat.