Over a month ago, the pen for my trusty Wacom Bamboo tablet (see first post ever) broke. This was quite disheartening as I love having an art tablet and it’s was hard to be motivated without it.
After much research and reflection, I have finally picked up a new tablet: the Hurion 650 Pro. The great thing about it (besides the very positive ratings) is that it functions at the level of the middle tier Wacom products but only cost $79 US dollars on Amazon. I can’t wait to take advantage of the added features it brings.
Breaking it in
After it got installed, I fiddle with my new toy using GIMP (side note: really tiring of using GIMP and it’s limitations). I was working on a homework project and had a picture of a pencil loaded. Just for fun, I attempted a very hasty and crude pencil outline of the pencil. It’s rough but I’m sentimental and it’s the first official drawing on the Hurion. I merely looked to trace the major lines and add some crosshatching…I wasn’t very attentive to keeping straight lines because this was more to test out the tablet than make art. However, I like it anyways.
My first creation on the Hurion 650 Pro
Windows to the soul
Recently while playing around with “vanilla” (unaltered) Arena, I noticed that the windows turn on an off for day and night. I believe this is based on the window color being pure white. In quite a few of the SET files, I had made the windows yellow breaking the on/off effect. It’s an easy fix though.
The most exciting screenshot EVER!
Caveat: I’m a hopeless tech nerd.
I like trying out software and technology. Things like text-to-speech, software debugging, emulators, etc. are like candy to me. Why is this on an art blog….err i mean…collegiate journal? Because sometimes I mess stuff up. This time I was trying to get a Windows XP/7 program that doesn’t like Windows 10 to install on my computer. In doing so, I borked my login so that it wouldn’t accept my password. From that point started a chain of events (all my own doing) to fix it that made the situation worse and worse. Finally, I couldn’t even boot my machine. Seriously, I’m pretty good with tech but on this day I rolled a “1”.
Long story short, I recently had to wipe my boot drive (no important files were on there but the OS) and install a clean Windows 10. I tried to cold turkey eliminate using GIMP since I already have Photoshop. That didn’t work too well. Photoshop is different enough that some very common things I was used to doing all the time in GIMP didn’t work. I’ll probably start watching some intro videos to see how Photoshop works before I try that again.
All in all, not my proudest tech week (or two).
I did some research into the MAP files for Arena. However, I want to compile it in a cohesive manner so that post will wait till I feel it is ready enough. My hope is that the information that I have uncovered might help others if they decide to “crack” the format.
Get it together man
Now that I have finished the “walls and halls”, it’s time to renovate the doors and remaining floors. I have finished almost all the ground textures though (well a few could used tweaked too). In the past, I just worked directly in the directory where I extracted the files and reinserted them into the BSA from there. However since there are so many IMG files (949 to be exact) and that isn’t the cleanest way to work from a project management perspective, I pulled all the door files out to a separate folder/workspace and created a completed folder to use for importing files back to the BSA.
Must have ran out of paint
Doors, Doors, Everywhere there are Doors
There are 112 door files not including non-doors that would serve as potential transition points (e.g. ladder up/down, stairs, etc..there are about 12 of those). These IMG files come in two variety, framed and whole texture.
I’ve been framed
The framed doors are “framed” with the texture of the building to which they belong (e.g. the Mage Guild door has a frame art that matches the building). To do these, I’ll just copy and paste a wall from the matching set file and layer it under the door so it’ll be a perfect fit with the rest of the building. All exteriors and some interior doors are framed doors, pretty much any door that transitions between outside and inside.
That’s no small wall…it’s a door!
The other type of door is the whole texture door. I have done a few of these previously as you can see in the screenshot. These doors belong to all the interior rooms and are the ones that swing open so you can enter a room. Although they are relatively simple (as they repeat the same textures over and over for different files), I’m hoping to add a little more variety to them.
First things first though, I will test to see if each IMG file is used in game (i’ll probably do them in batches). I have already found several that aren’t. I will likely still redo them just in case. Worst case scenario, if I ever can get anyone to figure out how to decipher the MTF files, I will use them to make new dungeons and buildings.
Awhile back I had posted that I had learned that I could update the font files. I never liked the font in Arena as it was too flowery for readability at such a low resolution. Each letter in the fonts was ranged from 3×3 to 8×8 pixels in size. They were all really just super small pictures.
A little rough but it works
If I build it, I’ll build it thrice
I wasn’t satisfied with my previous attempts and decided to quickly rebuild them again. This time, I tested each one out in game to see how well the effect worked. Surprisingly, this took more time than I imagined and I ended up completely revamping each font file 3-4 times till I was happy with them. In game testing allowed me to see where I missed or added a space, what characters didn’t look right, and generally if the font looked ok when playing. As you can see in the picture, the editor lets you click each pixel, one by one. While each character font file can have the spacing and padding adjusted using the slider (thus bigger or small amount of horizontal pixels), the height of the characters was fixed for each font file. Although it would be relatively easy to just rename one of the other font files that have a bigger height setting, I think that might play havok on how the game displays text and didn’t really see the need for it.
Yes…my new mod is a Battlemage. What of it?
Whoa where did you come from!
Blue pill or red pill?
She made it sound like it was practically around the corner
Does anyone ever use this option?
What am I supposed to do with all these points?
Someone shut off the faucet!
But I can’t read!
Through some in for spares?
To determine which font affected which portion of the game, I filled in a different set of characters in each font file as a solid box. Then I just looked to see which font was being used in each portion of the game containing text. Like with the art (and probably sound files), I found that not all fonts were used. Of the 10 font files included with the game, I have only been able to find 4 of them in game. Or at best, the others are used in some obscure corner of the game.
NOTE: The screenshots were taken with a vanilla version of Arena since this mod will be released as a separate mod from ADP.
UPDATE: I released TES Arena ReFonted on the nexus. You can get it here.
After much wait and anticipation (more like I completely forgot to release it), TES Arena IntroFix is complete and can be downloaded here:
In this mod, I fixed three slides from the intro when you select new game.
I had completed these some time ago but forgot to release them. Unfortunately, my file managment has been less than stellar and it took awhile to find them again. When I did, I noticed that there were still a couple of errors that needed fixing. So I fixed them and now no one need ever suffer under Uriel Septim IV’s oppressive need to steal the limelight from his great grandson.
Uriel is an odd family name
Uriel Septim VII is rightfully restored.
Once I had the textures in PNG format (a common image format), fixing the slides was a matter of several well placed cut and pasting.
However, getting them to a PNG format was more of a challenge. I had to use Arena Toolbox by Dysperia. That tool is a fantastic counterpart to ArenaModdingSuite. One of it’s unique functions is that it can convert the compressed images into PNG. Before this tool, no one knew how to uncompress those images (there are quite a few).
One hidden feature of the program is that it allows you to import the palette file (where it determines color) into the image itself versus being external to the file in the root directory. To make it work though, you have to trick the program into thinking it’s a new image. Simply adding a letter in the filename sufficed. The Toolbox can also convert back to the native IMG file.
Last thing left was to test it. I dropped my 3 new IMG Intro slides into the root folder of Arena, booted it up, and IT WORKED. Awesome. Sometimes it’s the little wins that keep you going 😉
The straight and narrow
Some days I can blaze through images getting 5 or 6 done in a sitting, then other days just part of an image can take a couple days. When it comes to the Arena Depixelization Project (ADP), the easier ones are just patterns (especially ones with straight lines horizontal or vertical). The low pixel count doesn’t really muck up the design too much since there is no need for a “fine detailed” line in those cases.
It kind of looks like….
However, once lines start curving or the image becomes complex, the time required is increased, sometimes dramatically. It’s hard to get non-angular shapes to look good when you only have a 64×64 grid to work with. I find that it takes multiple revisions to get it looking just right. To make matters worse, the source material for ADP contains many pictures that are either so pixelated as to be barely discernible or they generally don’t look very good as you clean them up (such as dress thing for the “angel” in this picture).
Click to enlarge
Close enough for horseshoes and hand grenades
In that image, I had to make some artistic decisions on how “accurate” to the source material I would be. The image is generally too complex to leave unaltered for my “Depixelization” theme. At first, I didn’t even know how to tackle it. I completed all the background wall first and left the “Angel” and the “alcove” till last. The good thing about that is that it let me establish the colors for the image. Eventually, I had to do this one as I only have a few SET files left. I decided to break it up and focus on individual pieces of the angel. I really wished I had made a timelapse of this one to show how much back and forth I did on it.
Mr. Potato Head
I started with the more clearly defined shapes, to include the arms, head, and the key. Those came into place with minimal fuss. Then, I tackled the wings. It took me awhile as the initial version (closer to the source) just didn’t look very good. After a couple of iterations, I ultimately decide to make the wings bigger as if they were more full body sized. Next, I attempted to do the feet. However, they just did not look good, especially when I started working on the weird “billowed” dress/robe. I decided to put the feet off and do the clothing. I touched up the sleeves to improve the “hanging off the arms” appearance. I made my first rendition of the lower part of the robe very close the source version. However, it looked terrible because the source version is kind of ridiculous looking, as if someone tucked an oversized shirt into a skirt. I played with it a little before I decided to just alter the design. I revised it to look more like a regular robe. Unfortunately, the feet still looked awkward, so I removed them and lengthened and curved the robe as if they were hidden by it and it was floating.
Click to enlarge
Who’s down with ADP…yeah you know me
After a substantial hiatus for real life, I’m back. My schedule has a lot more free time in it now and I should be able to make substantial progress on the Arena mod in the next few weeks. As of now, I am just 2 or 3 SET files away from reaching ALPHA! Once that is complete, I will be setting up a MODdb page and probably trying to host it on the Nexus mod site.
The project will stay ALPHA until all door and ground files are done. I do hope to have all the font files and interface done too, but that is more of a nicety (most are already done though). Once ALPHA 2 is out that I will be going back and reevaluating each texture. I started this so long ago and have come quite a ways that some of them are not to my standard or vision anymore. As it is already, I occasionally retool one here and there but I plan to do a comprehensive review.
Taking the plunge
I finally gave in and purchased Photoshop (well subscribed really). I don’t anticipate being very proficient in it for awhile since I have been using GIMP for years and it’s so different. For the Arena project, this isn’t really a problem. It doesn’t require fancy functions. I am literally coloring individual pixels from a 256 palette. The biggest obstacle their is my creativity and not the tools.
Some recent work below (really like how the first one turned out)…