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Tutorial: Skin Texturing

LEGO Racers Tutorial Skin Texturing BMP Modding

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#1
JimbobJeffers

For my first tutorial on

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, and use it to extract this file.

4. You should now have two folders inside the main LEGO_JAM folder, 'GAMEDATA' and 'MENUDATA', ready for modding.


Making the Skins

The texture files for models in LEGO Racers can be found in GAMEDATA\COMMON and MENUDATA\PARTDB. While both use the same file, the former is for textures seen while actually racing, while the latter is for textures that you see in the menu section of the game.

To mod a texture, you first need to download

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, ripped from the PC game. Inside you will find a collection of files including heads, headgear, bodies, and legs. These are the templates you will use to create new textures.

The textures are named using a simple system. Files containing 'CHST' refer to the torso, files containing 'DFLT' are the face, 'LEG(S)' are the leg of the model and 'HELMET', 'HAIR' and 'HAT' are obviously those pieces of headgear. In addition, files containing 'MAT' are for in-game AI opponent textures. None of these can currently be viewed, which is why you downloaded the template skins. I've given a small explanation of them below.

Spoiler


So, you simply need to draw over the template files in any image editor to create new ones! The files must be saved as .BMP images, but can be in any resolution (so long as it is a power of 2), allowing for textures of a variety of qualities. Remember, the first four textures above will only affect the player textures - it is the MAT texture that is used for AI opponents.


Adding the Skins

All characters in the Lego Racers game have a two-letter name assigned to them which is used in their relevant texture files. Some characters (mainly bosses) have all four textures, while others will share the standard ones. The naming system for the racers are as follows (in circuit number order, followed by alphabetical order, the two letters to the left are the file names):

Spoiler


You just need to change the file names of your textures to match the characters in-game, then copy the files into the GAMEDATA\COMMON and MENUDATA\PARTDB folders.

Original Skin Textures
I have ripped all of the skin textures from the game, and you can click the link below to download them (thanks

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 for the HELMET2 texture).

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They are saved as BMP images with the exact same names of the game textures for your modding convenience :)
I've kept the original screenshots I took below in case it's easier for people.

Bodies
Here are all the bodies found in the game.
Spoiler



Faces
Here are all the faces found in the game.
Spoiler



Headgear
Here is all the headgear found in the game.
Spoiler



Legs
This section isn't complete yet, as the method I used to work out the files doesn't quite work with legs.
Spoiler



How the Textures Work

To help even further, I have begun to determine how the game maps the textures onto the models. So far I have worked out the helmet, body and legs - feel free to use these textures as reference when creating your own textures.

Helmet

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The yellow section is the main area. The white square at the lower-left is used for the rest of the helmet, and the line of colours above this is the visor.

Chest

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The black areas are not used, and you can use the screenshots below to determine the rest.
It is worth noting that in menu selection, the game uses the right hand to texture the left hand too, while in-game both hands use separate textures. In addition, the template textures have shading, suggesting that the textures may have been designed to be more advanced before the final release.

Legs

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Again, the black areas are not used.
The leg texture has (annoyingly) only three areas to colour. The yellow area is the main portion of the leg (thigh and that-lower-part-no-one-knows-the-name-of), and the green area is used for the belt section. The red area is used for the foot, sides and back, which unfortunately restricts texturing items such as shoes.

Screenshots

Spoiler


Recompiling

The final step in texture modding is to recompile the mod. Once all the modified textures are copied into the folders, you can either recompile the main folder into a JAM file using the Jam Extractor, or run the game

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.
Then, voila! You have successfully created a texture mod!


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#2
AcePilot90

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Thanks for this tutorial, it really helps. :)

#3
JimbobJeffers

Thanks for this tutorial, it really helps. :)

You're welcome! I've updated it, the images should all appear now, and I've also added images of the textures, showing how the different areas are mapped on the model.

#4
Pascal

I will play with this as soon as i can find my copy of LR1 again.

#5
jamesster

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Great work, but keep in mind that the alternate minifigure models (peg leg, hook hand, and peg leg + hook hand IIRC) have slightly different UV maps I think. I know the ones with hook hands allow you to make the hook a different color from the other hand.

#6
JimbobJeffers

Great work, but keep in mind that the alternate minifigure models (peg leg, hook hand, and peg leg + hook hand IIRC) have slightly different UV maps I think. I know the ones with hook hands allow you to make the hook a different color from the other hand.

Thanks, I'll have another look at the textures when I get the chance.

#7
AcePilot90

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Great work, but keep in mind that the alternate minifigure models (peg leg, hook hand, and peg leg + hook hand IIRC) have slightly different UV maps I think. I know the ones with hook hands allow you to make the hook a different color from the other hand.

Thanks, I'll have another look at the textures when I get the chance.

You want the texture of the hook torso?

#8
JimbobJeffers



Great work, but keep in mind that the alternate minifigure models (peg leg, hook hand, and peg leg + hook hand IIRC) have slightly different UV maps I think. I know the ones with hook hands allow you to make the hook a different color from the other hand.

Thanks, I'll have another look at the textures when I get the chance.

You want the texture of the hook torso?

I'd like the originals of all the textures! Cirevam's rip comes with one head, two torsos, one helmet, and one leg texture (if I recall correctly).

#9
Creator

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Nice tutorial! :) One question: Do A.I. opponents use the same head and torso-textures as their respective counterparts from the character creation menu, or are those stored with the A.I. racers' car textures?

(Btw, I think you forgot Vernoica Voltage's head and torso)

#10
JimbobJeffers

Nice tutorial! :) One question: Do A.I. opponents use the same head and torso-textures as their respective counterparts from the character creation menu, or are those stored with the A.I. racers' car textures?

(Btw, I think you forgot Vernoica Voltage's head and torso)

The character creation textures are separate from the in-game textures for all characters, including AI. They are named the same, however, so (for example) PM_CHST would be Pharaoh Mummy's chest in both the COMMON and PARTDB folders. They are not regarded as separate parts, as such - Pharaoh Mummy's torso is his torso in-game, and also his torso in the character creation menu. However, some textures are universally shared by characters - the LEG_## textures are a good example.
Hopefully that explains it!
I deliberately left out Veronica Voltage's head and torso because - as far as I know - you cannot access them from the character creation menu, so it's a case of copying her texture files (prefixed VV)and renaming them to the characters you'd like to replace.

#11
jamesster

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... You unlock Veronica Voltage's car set and minifigure parts after beating all the time trials... :/
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#12
JimbobJeffers

... You unlock Veronica Voltage's car set and minifigure parts after beating all the time trials... :/

WHAT? HOW DID I NOT KNOW THIS?!

Thanks, looks like I've got more racing to do!

#13
Cirevam

My quick bit of texture ripping is helping with big research :0

If you want I can try to get textures of some different torsos (like the one with the hook hand) and other parts, but the problem with Rice's video plugin for Project64 is that it only dumps whatever textures are in memory and only if the planets are aligned in a certain way. Cyrem used 3D Ripper DX to pull some stuff out but I'm not sure where they are now. But if you want, if you really really want, I'll give it a go.

#14
JimbobJeffers

My quick bit of texture ripping is helping with big research :0

If you want I can try to get textures of some different torsos (like the one with the hook hand) and other parts, but the problem with Rice's video plugin for Project64 is that it only dumps whatever textures are in memory and only if the planets are aligned in a certain way. Cyrem used 3D Ripper DX to pull some stuff out but I'm not sure where they are now. But if you want, if you really really want, I'll give it a go.

If you think you could (and have the time) that really would be great! Especially as it would allow for a repository of the BMPs, which could also lead to HD textures and all sorts. Plus I could much improve this tutorial as a result ;)



Nice tutorial! :) One question: Do A.I. opponents use the same head and torso-textures as their respective counterparts from the character creation menu, or are those stored with the A.I. racers' car textures?

(Btw, I think you forgot Vernoica Voltage's head and torso)

The character creation textures are separate from the in-game textures for all characters, including AI. They are named the same, however, so (for example) PM_CHST would be Pharaoh Mummy's chest in both the COMMON and PARTDB folders. They are not regarded as separate parts, as such - Pharaoh Mummy's torso is his torso in-game, and also his torso in the character creation menu. However, some textures are universally shared by characters - the LEG_## textures are a good example.
Hopefully that explains it!
I deliberately left out Veronica Voltage's head and torso because - as far as I know - you cannot access them from the character creation menu, so it's a case of copying her texture files (prefixed VV)and renaming them to the characters you'd like to replace.

I apologise, after playing yesterday I realised that this is pretty wrong... While player textures follow this rule, AI opponents' do not - you were right - so I guess this requires more research!

#15
AcePilot90

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My quick bit of texture ripping is helping with big research :0

If you want I can try to get textures of some different torsos (like the one with the hook hand) and other parts, but the problem with Rice's video plugin for Project64 is that it only dumps whatever textures are in memory and only if the planets are aligned in a certain way. Cyrem used 3D Ripper DX to pull some stuff out but I'm not sure where they are now. But if you want, if you really really want, I'll give it a go.

And Rice rips them upside down.
I have had ZERO luck with 3D Ripper DX and LR.



Also tagged with one or more of these keywords: LEGO Racers, Tutorial, Skin, Texturing, BMP, Modding