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Tutorial: How to Create Custom Weapon Textures

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Tutorial: How to Create Custom Weapon Textures

Post by KliPeH » Tue Jun 14, 2016 3:22 am

 ! Message from: KliPeH
Disclaimer
  • None of the programs in the compilation were made by me. All rights for the downloaded software are reserved to their respective creators and/or owners. More info about this in the Credits section.
     
  • I would have not been able to create this tutorial without referring to the original. It contains all the instructions and requirements, but is extensively elaborated upon in this thread. Using it instead of this tutorial is still viable and can be done by accessing the tutorial on the old forum. Here's a link.
     
  • I apologize in advance for the massive walls of text. I tried to be as in-depth as possible without making the thread unreadable. You can post your feedback and suggest ways to improve readability in your reply.
     
  • Don't like reading? @Shark kindly went ahead and created a video to show the process in video format. The files he's using are similar to the ones you'll download here, and his tutorial is relatively short too. The only downside is that his commentary is in Portuguese, taking into consideration most of the community here isn't. If you decide to watch the video and run into problems refer to the instructions written here. Here's the video:  

        Required Programs  
- WinRAR or 7-Zip to unpack the kit.
- Microsoft Visual C# 2010 Express
- Microsoft XNA Game Studio 4.0
- Photoshop / paint.NET / a tool that converts white BGs to transparent BGs.
- Image editing software such as MSPaint.


        Downloads  

Texture Creation Kit.rar (439.8 MB)
| Backup.rar (131 KB)
| Conversion Tools.rar (48 KB)
| Required Programs.rar (439.7 MB)
 
          Tutorial  
Step #1: Getting Ready

Make sure you've downloaded Texture Creation Kit.rar and unzipped it somewhere easily accessible like your Desktop (all the example directories in the thread refer to it). You are provided with:
a) Setup files for all necessary programs.
b) A backup of the "Weapons" folder containing both PNG and XNB files (updated as of 09.08.2016 / version 1.10.0b)
c) Tools to convert the necessary files into editable image files, and vice versa.
If you don't want to download the whole pack, install any missing components of it while making sure you have all the required programs installed and have a valid backup of the XNB/PNG files in case something goes wrong.

Installing the required programs:
It is important to install the software in the correct order. Visual C# 2010 is required to run XNA Game Studio, while XNA Game Studio is required to run the texture conversion tools.
  • (1) If you don't already have an unpacking program, get WinRAR [link].
    (2) Install Microsoft C# 2010 Express first (via setup.exe).
    (3) Install Microsoft XNA Game Studio 4.0 second (via XNAGS40_setup.exe)
    (4) If you don't already have an image editing software (other than MSPaint) and don't want to look for one online, install paint.NET (via paint.net.4.0.9.install.exe)
Step #2: Obtaining the Texture Files

In this step you'll get familiarized with the XNB to PNG Converter.

The problem many people face when trying to create custom textures for SFD is the game's textures' file format. You see, SFD does not simply use image files as references to the weapons and items used in game, but rather "encrypted" .XNB files, hence why it is considered troublesome to create custom textures for it. You cannot edit .XNB files with regular image editing software, and thus you are required to convert them into "readable" image files image editors can actually read - which is exactly what we're going to do with the XNB to PNG Converter.

Its main uses are:
  • Converting the default SFD .XNB files to .PNG so they can be edited manually.
  • Converting other users' textures for manual editing in case they don't provided the necessary .PNG files themselves.
If you wish to edit default SFD weapon textures, you can find their .PNG versions (already converted by me) in the "Backup" folder inside the kit. All you'll have to do, other than editing them, is convert them back to .XNB files after you've changed them and replace the default textures with the modified ones (all explained in the next few steps).

Alternatively, use the tool yourself by following these steps:
  • (1) Obtain the .XNB files of a weapon of your choice by accessing the main SFD file directory. It should look like this:
    C: \ My Games \ Superfighters Deluxe \ Content \ Data \ Images \ Weapons
    (2) Copy-paste the files into the "Input" folder of the XNB to PNG Converter. Its directory should look like this:
    C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ XNB to PNG Converter \ Input
    (3) Run XNB_to_PNG_Converter.exe
    (4) After the CMD popup states the process has "Finished!", click it and press any key to close it.
    (5) Grab the files from the "Output" folder and proceed to the next step in the tutorial. The folder is found within this directory:
    C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ XNB to PNG Converter \ Output
Step #3: Editing the .PNG Files

There's not much to this step since it heavily relies upon your artistic vision. "Good looking" is subjective and as such everybody can create and publish their own creations freely. I'll go through the generic texture editing process and touch on some technical aspects required to make the textures look and work properly.

The .PNG files you obtained in step #2 are now ready to be tinkered with; they're 32x32 sprites (smaller sprites for magazines and misc items) named in a certain pattern corresponding to the sprite's "role" in-game. Here's a list of some of the more common "roles" you'll encounter:
  • WeaponD.png - Drawn. The sprite you see when the weapon is equipped/held and is also shown when hipfiring.
  • WeaponDReload.png - Weapon is Drawn and being Reloaded. The sprite you see when you reload the weapon (usually WeaponD.png without its magazine attached).
  • WeaponM.png - Model(?). The sprite you see when
    a) the weapon is dropped out of a supply crate/dropped on the ground.
    b) the weapon is inside your hotbar.
  • WeaponS.png - Sheathed. The sprite you see when a different weapon is equipped and the modded one is sheathed on your fighter's back.
  • WeaponH.png - Holster. Only the holster of the weapon (NOT the weapon being sheathed inside it).
  • WeaponThrowing.png - Throw mode toggled. The sprite used when the fighter holds the weapon out in order to throw it. Usually WeaponM.png tilted 90° to the left or right.
  • MeleeDebris1.png / MeleeDebris2.png - The sprites of a broken melee weapon. Usually two broken halves.
  • EquipmentT.png - Thrown. The sprite of the thrown molotov cocktail/grenade/mine/C4.
  • MagWeapon.png - Magazine. The sprite of the weapon magazine, should match the one shown in WeaponD.png since it drops to the ground upon reloading.
There are some special cases such as M60F.png (F for Firing) and SwordMH.png (MH for Model Holstered), but usually the pattern will stay the same. A (ranged) weapon can be considered fully modeled once the following sprites have been manually modified:
  • WeaponD.png
  • WeaponDReload.png
  • WeaponS.png
  • WeaponM.png
  • WeaponThrowing.png
  • MagWeapon.png
Since each name fulfills a different role, the names must NOT be changed otherwise the texture will not work at all. Changing "WeaponM.png" to something like "myweapon.png" will break the texture for that weapon, so don't do it. Additionally, it may seem like the background of the texture is white in some image previews, but it's actually transparent. Changing it to white, forgetting to remove white eraser marks after editing the texture or not saving the file properly will cause the sprite to have a white square around it in-game. To prevent that, manually change every pixel that's not part of the sprite/around the sprite to be transparent via the Magic Wand tool or the Eraser tool if you're using paint.NET. Here's a short tutorial explaining how to do it.

Another key thing to note is the position of the weapon model inside the sprite itself. You may wonder why the model isn't centered or isn't clipped to one of the corners of the 32x32 sprite, and may want to change it so your texture set looks more organized or becomes easier to edit. The position is actually very important and shouldn't be changed unless you know the sprite needs spacing adjustments beforehand.

Imagine your in-game fighter standing in the background of the sprite holding the weapon. It will (hopefully) help you visualize where the texture should be positioned and adjust its height/length accordingly. If you'd rather play it safe don't delete the old model when you create a new one (assuming you're not simply recoloring the original texture); draw it below/above the original, or on a separate draft file. When you're done, simply replace the old texture with the new one, trying to put the corners of the new weapon right on top of the old one (using the weapon's trigger guard or stock placement as guidelines). Test the textures in-game - if the model is too high/low or is placed too far to the right/left of the character, go back to your sprite and move it one pixel in any direction at a time until you get a satisfactory result.

Trial and error are key here, so don't get discouraged if each "simple" change is taking as much as a full hour of your time. You'll get used to it and perfect your technique as long as you attempt to do it long enough. I'd advise using a template if you intend to create multiple versions of the same weapon - a red, 1-pixel-wide square around the weapon, which is removed once you're done scribbling inside it. Here's the one I use to create rifles (right-click the link and select "Save image as..."). Once you're done drawing the texture remove the border and save the image as a 32x32 .PNG file. The background has to stay transparent.
Saving files with MS Paint will always convert their backgrounds back to white.

Step #4: Saving the Textures As Usable .XNB Files

In this step you'll be reversing the process done in step #1 via the PNG to XNB Formatter tool. Since you cannot simply play with your modified .PNG files, you'll need to convert them back into .XNB files so the original files can be replaced with them. The tool only works for Windows 7 or operating systems that predate it. If you're running Windows 8 or Windows 10, download the tool @TimeWorker uses in his tutorial.

Gather your modified sprites in one place, like the Desktop. Now run XNAFormatter.exe from the following directory:
C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ PNG to XNB Formatter
Once the window opens, follow these steps:
  • (1) Check the "Compress Output?" and "Log Output?" boxes at the bottom of the window, right next to the 'Convert' button.
    (2) Click the 'Browse' button right next to the 'Source File(s)' field. Navigate to the directory of your modified textures (example: Desktop) and select all the files you wish to convert (either by bandboxing or holding the Ctrl button and clicking on each one separately).
    (3) Ensure that the "Output Directory" field points to the 'Content' folder inside the tool directory. If it doesn't, click 'Browse' and input the following directory in:
    C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ PNG to XNB Formatter \ Content
    (4) Click 'Convert' and wait for a "Build Completed" notification. Once the 'Source File(s)' field goes empty close the tool window.
    (5) Navigate to the 'Content' folder you used as the output directory in step #3, and grab your converted file(s).
Step #5: Applying the Textures / Using the Backup

If you were using the same location as a directory for all your modified/converted files, you now have two sets of textures - .XNB files and .PNG files. Save the .PNG files somewhere so you can modify them in the future. Now, take the .XNB files and move them into the directory of the game, which was also used in step #2. Ranged primary weaponry goes into Content \ Data \ Images \ Weapons \ Rifles, magazines go into Content \ Data \ Images \ Weapons \ Other, equipment goes into Content \ Data \ Images \ Weapons \ Thrown etc etc.
Once you move the file(s) you'll be prompted to either move and replace the copies, or keep both. Do NOT use the "keep both" option, simply replace all the files. If you don't get prompted to replace them you either:
  • 1) did not name the file(s) properly (capitalization is important),
    2) renamed the file,
    3) accidentally deleted the original file beforehand.
If you've been tinkering with the textures too much and ended up losing/deleting textures or needing to revert the change, use the backup I provided by copying all the files from the XNB folder and pasting them into the directory of the game once again. Alternatively, if you don't want to apply the backup manually and don't mind waiting a little bit, force-update the game from its launcher and you should be good to start the process all over again.

        Credits  
► Show Spoiler
        ~~ Thanks for reading! ~~
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Post by Scarface » Tue Jun 14, 2016 11:43 am

I'm glad you made this thread. It will be easier for people to make weapon textures. By the way, some people like Raline made barrel, crate parachute textures etc. It would be good if you could explain how to make them. They are edited quite similarly, I just don't know which files they use and how many frames they have.
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Post by Splinter » Tue Jun 14, 2016 4:04 pm

Good job on the tutorial, just a correction though: Shark speaks portuguese, hehe.
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Post by KliPeH » Tue Jun 14, 2016 5:06 pm

Scarface wrote:By the way, some people like Raline made barrel, crate parachute textures etc. It would be good if you could explain how to make them. They are edited quite similarly, I just don't know which files they use and how many frames they have.
The process for editing various weapons and items is the same for editing objects and supply crates. They can be found in the following directories:
  • Supply Crates
    Content \ Data \ Images \ Objects \ Supplies
    | SupplyCrate00Medic.xnb
    | SupplyCrate00Melee.xnb
    | SupplyCrate00Primary.xnb
    | SupplyCrate00Random.xnb
    | SupplyCrate00Secondary.xnb
    | SupplyCrate00Supplies.xnb
    | SupplyCrateParachute.xnb
  • Barrels
    Content \ Data \ Images \ Objects \ Metal
    | Barrel00.xnb
    | BarrelExplosive.xnb
    | BarrelWreck.xnb
  • Crates
    Content \ Data \ Images \ Objects \ Wood
    | Crate00.xnb
    | Crate01.xnb
    | Crate02.xnb
    | HangingCrate00.xnb
    | HangingCrate01.xnb
  • Various UI Elements
    Content \ Data \ Images \ misc
    | crosshair.xnb
    | cursor.xnb
    | PlayerArrow.xnb
    [...]
Find any of the following .XNBs in your game folder and convert them into .PNG files. After being converted (step #2), they can be edited freely (step #3) and converted back into .XNB files (step #4) to be used in your texture pack or game. Editing the object images is the same as editing weapon textures so you shouldn't run into any problems after the conversion. I won't be mentioning this in the OP because the thread focuses on weapons, but anybody looking to go beyond that can use this post as a reference for further file editing.
Splinter wrote:Good job on the tutorial, just a correction though: Shark speaks portuguese, hehe.
Thanks for the correction! Fixed the post to state the correct language of the commentary.
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Post by Jedi75 » Sun Jun 19, 2016 4:43 pm

Thank you thank you thank you. I realy neaded help. Best tutorial ever.
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Post by hxnter » Sun Nov 20, 2016 7:55 pm

To make custom weapon textures, I go to: (Superfighters Deluxe > Content > Data > Images > Weapons).
I use a XNB to PNG converter, edit the PNG image with GIMP, then use a PNG to XNB converter.
This works with everything in the "weapons" folder, but I get an error message when I try to convert XNB to PNG in (Images > Effects).
This happens with everything in the "Effects folder. for example, when I insert "MuzzleFlashAssaultRifle.xnb" into the XNB to PNG converter, the command prompt reads : "Error loading "MuzzleFlashAssaultRifle.temp.644". Cannot find ContentTypeReader SFD.Content.Texture2DBContentTypeReader, SFD.Content." Because of this, I cannot customize anything in "Effects"

Basically, this limits the range of texture customization significantly. A reply would be appreciated.

Thanks.
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Post by KliPeH » Sun Nov 20, 2016 8:59 pm

hxnter wrote:This works with everything in the "weapons" folder, but I get an error message when I try to convert XNB to PNG in (Images > Effects).
This happens with everything in the "Effects folder. for example, when I insert "MuzzleFlashAssaultRifle.xnb" into the XNB to PNG converter, the command prompt reads : "Error loading "MuzzleFlashAssaultRifle.temp.644". Cannot find ContentTypeReader SFD.Content.Texture2DBContentTypeReader, SFD.Content." Because of this, I cannot customize anything in "Effects"
I don't believe you can customize anything other than weapons and objects. That includes not being able to customize effects, animations, skins and vanity items etc. The tool is quite limited with what it can do.
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Post by DippyDaDewott » Sun Nov 20, 2016 10:39 pm

Kilpeh,

Everytime i try to convert something, i get this error:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.Xna.Framework.Content.Pipeline, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553' or one of its dependencies. The system cannot find the file specified.
File name: 'Microsoft.Xna.Framework.Content.Pipeline, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553'
at XNAFormatter.XNAFormatter.convert()
at XNAFormatter.XNAFormatter.convertButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
XNAFormatter
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Keith%20Grimes/Desktop/Games%20Folder/SFD%20Texture%20pack/Conversion%20Tools/PNG%20to%20XNB%20Formatter/XNAFormatter.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
xnbbuilder
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Keith%20Grimes/Desktop/Games%20Folder/SFD%20Texture%20pack/Conversion%20Tools/PNG%20to%20XNB%20Formatter/xnbbuilder.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Help?
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Post by StephenR3 » Sat Dec 10, 2016 6:30 pm

If you dont see this location in your folder
C: \ My Games \ (Superfighters Deluxe) \ Content \ Data \ Images \ Weapons

You may want to search into this
C: \ (Program Files (x86)) \ [Superfighters Deluxe] \ Content \ Data \ Images \ Weapons

'( )' Marks should what should be there to go

'[ ]' Find this in "Program Files (x86)"
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Post by Foster » Fri Dec 16, 2016 8:05 pm

Looks like you made a far better tutorial than I did, and you certainly covered all bases. Fantastic job.

Added in 1 hour 27 minutes 22 seconds:
Well, unfortunately the PNG to XNB converter no longer works for me. I was planning on updating old skins like my steampunk pack and making new ones
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Post by KliPeH » Fri Dec 16, 2016 8:49 pm

Foster wrote: Well, unfortunately the PNG to XNB converter no longer works for me. I was planning on updating old skins like my steampunk pack and making new ones
I believe one of the tools only works for Windows 7.
What OS are you using? If that's really the case, I'll update the thread with a corresponding notice.
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Post by Foster » Sat Dec 17, 2016 3:21 am

KliPeH wrote: I believe one of the tools only works for Windows 7.
What OS are you using? If that's really the case, I'll update the thread with a corresponding notice.
I'm using Windows 10, had to upgrade from Windows 7 because of my motherboard.

Added in 6 hours 30 minutes 33 seconds:
TimeWorker's made a thread that contains alternate converters.
My problem with the PNG to XNB converter from this thread isn't present with the one from that thread, I can actually use that one on my OS.
You might want to edit the original post to point others who might be having the same problem as me and I believe a few other users have to the version that works for them.
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Post by Motto73 » Tue Dec 04, 2018 12:17 pm

@KliPeH How about uploading this guide to the SFD Steam? (Updated version of course, since SFD now supports png in documents folder)
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