Shoe Textures

Shoe Textures are composited over a sock texture by the game engine.

  • Create a texture 32 pixels by 32 pixels in size and saved in an 8-bit BMP format. Use the sample shoe texture as a basis for your work.
  • Organize the palette as described below.
  • Files should be named either FF_{Name}.bmp for a female shoe, or FM_{Name}.bmp for a male shoe (Replacing {Name} with the name as you'd like it to appear in the game). E.g. FM_Red Shoe.bmp would appear, for female characters, in the Wardrobe Editor as a shoe texture called "Red Shoe."
  • Place your file in the Playboy\PC\Data\Textures folder.

  • Each texture has its own unique color palette that defines the properties of each pixel.
  • All character textures must be an 8bit (256 color) BMP.
  • The colors in the palette need to be arranged in a very specific way, which is detailed below.
  • In the Wardrobe Editor (in-game), you can dynamically change the color of your clothing textures. The parts of the texture that can be changed are defined by the palette slots that are used for those colors.
  • Sample textures and palettes have been provided to help make custom texture creation as easy as possible. You can find these samples in the Resources/Samples area of this tutorial.

The Playboy game engine dynamically combines the nude skin texture with the clothing texture to produce a unique hybrid texture for each character. This process, along with the dynamic color change functionality, requires that a texture's palette be set up in a very organized way. Here is a breakdown of a palette and an explanation for each areas functionality.

  • 0-63 Color change range: Any pixel that uses a color from this range will be affected by the dynamic color changing functionality of the Wardrobe Editor (in-game) These palette slots may contain Hue and Saturation data, but the engine will automatically strip out that data, leaving only the Brightness data.
  • 64-127 Non-changing outfit colors: Any colors may be used. These colors won’t be changed by the engine.
  • 128-254 Skin tone range: The game engine will automatically strip any color from these slots when it combines the skin and clothing textures. The engine will then fill the empty slots with the colors needed for any skin that was not covered by the clothing.
  • 255 Transparent color: The last color in the palette (no matter what color, hue, or brightness it is) is the transparent color. The game engine uses this color to determine where the skin should show through the clothing texture. This color does not actually make a part of the texture or model transparent or translucent in the game.


Resources HOME Tutorials
Tools Clothing Textures
Samples Shoe textures
Terminology Accessory textures
Tips


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This Tutorial and its contents are Copyright © 2004 Cyberlore Studios, inc. No part of this tutorial or the art displayed within it may be sold in any way.