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Description

So since I started my Amazon Assassin Skin project, I've gathered some useful info and tools to make mods in D2R. In this particular tutorial, I'll cover some basics on how to export D2R data and how to edit textures, and finally how to compile your project into .mpq mod. Download links for all the tools are below

1. CascView - This is a tool to open and extract Diablo 2 Resurrected data file
http://www.zezula.net/en/casc/main.html
DL link: http://www.zezula.net/download/cascview_en.zip
2. MPQ Editor - This tool is used to create mpq mod from modified game files
http://www.zezula.net/en/mpq/download.html
3. Noesis 4.456 with texture converter script - This tool will view models and textures and also export them to png file, after editing you can export dds textures back into D2R .texture file with texture converter script
https://www.mediafire.com/file/ubn011rr ... 6.zip/file
4. DDS texture tools - I use Intel® Texture Works Plugin for Photoshop, Gimp is free and also handles dds files
http://wiki.tesnexus.com/index.php/DDS_texture_tools
https://www.gimp.org/
5. DC6 tools - UI menu related graphics
https://d2mods.info/forum/viewtopic.php?t=64212

Using Noesis:

After extracting model files we can view them in noesis .model files for 3D renders and .texture for textures
The best way to edit textures is to exporting them into png file or dds
then after file is edited we need to export it to dds file. In my photoshop it looks like this
Make sure that you have Kaiser filter selected and transparency (if there is some transparency in your texture)
After edited dds is made you need to convert it backto .texture format. The converter is in Noesis folder, place dds file in texture converter folder and run the script Texture_Converter.ps1.
The best order is .texture -> png -> edit -> dds -> .texture
And that's it .texture file is completed, now you have to make right folders for it (just like in original game files you extracted with cascview), in your mods main folder you need to create text file - modinfo.json with your mods name in it
{
"name": "askin",
"savepath": "askin/"
}


Now the easiest way is to name your mod folder as modname.mpq , this way you can fuse multiple mods together like skin mods + loot filter mod etc.
Then write the mod argument in Battle.net or in D2R.exe shortcut
You can also do it the old way with MPQ editor- open MPQ editor and click new mpq enter your name of the archiwe, click next, Create an empty MPQ archive with Diablo 2 Lord of Destruction compatibility, max number of files should be higher then you actually have in your mod. Now after your mpq is created drag over your mod files Your mod file is done place it in your diablo 2 resurrected mods folder
Description by Darbon
5

Can be used to make Runewords:

7
User avatar

Darbon 140

Paladin Europe PC
So since I started my Amazon Assassin Skin project, I've gathered some useful info and tools to make mods in D2R. In this particular tutorial, I'll cover some basics on how to export D2R data and how to edit textures, and finally how to compile your project into .mpq mod. Download links for all the tools are below

1. CascView - This is a tool to open and extract Diablo 2 Resurrected data file
http://www.zezula.net/en/casc/main.html
DL link: http://www.zezula.net/download/cascview_en.zip
2. MPQ Editor - This tool is used to create mpq mod from modified game files
http://www.zezula.net/en/mpq/download.html
3. Noesis 4.456 with texture converter script - This tool will view models and textures and also export them to png file, after editing you can export dds textures back into D2R .texture file with texture converter script
https://www.mediafire.com/file/ubn011rr ... 6.zip/file
4. DDS texture tools - I use Intel® Texture Works Plugin for Photoshop, Gimp is free and also handles dds files
http://wiki.tesnexus.com/index.php/DDS_texture_tools
https://www.gimp.org/
5. DC6 tools - UI menu related graphics
https://d2mods.info/forum/viewtopic.php?t=64212

Using Noesis:

After extracting model files we can view them in noesis .model files for 3D renders and .texture for textures
The best way to edit textures is to exporting them into png file or dds
then after file is edited we need to export it to dds file. In my photoshop it looks like this
Make sure that you have Kaiser filter selected and transparency (if there is some transparency in your texture)
After edited dds is made you need to convert it backto .texture format. The converter is in Noesis folder, place dds file in texture converter folder and run the script Texture_Converter.ps1.
The best order is .texture -> png -> edit -> dds -> .texture
And that's it .texture file is completed, now you have to make right folders for it (just like in original game files you extracted with cascview), in your mods main folder you need to create text file - modinfo.json with your mods name in it
{
"name": "askin",
"savepath": "askin/"
}


Now the easiest way is to name your mod folder as modname.mpq , this way you can fuse multiple mods together like skin mods + loot filter mod etc.
Then write the mod argument in Battle.net or in D2R.exe shortcut
You can also do it the old way with MPQ editor- open MPQ editor and click new mpq enter your name of the archiwe, click next, Create an empty MPQ archive with Diablo 2 Lord of Destruction compatibility, max number of files should be higher then you actually have in your mod. Now after your mpq is created drag over your mod files Your mod file is done place it in your diablo 2 resurrected mods folder

7
4. DDS texture tools - I use Intel® Texture Works Plugin for Photoshop
There is a free program called paint.net that handles .dds files. I've used it a lot modding skyrim. I prefer it to Gimp (also free and handles .dds).
The best way to edit textures is to exporting them into png file or dds
then after file is edited we need to export it to dds file. In my photoshop it looks like this
DDS isn't lossless; .dds, .jpg, etc. compress and lose data each save. I'd use .png until you are ready for a final export into .dds if needed.
7
OP
User avatar

Darbon 140

Paladin Europe PC
nhackett wrote: 3 years ago
4. DDS texture tools - I use Intel® Texture Works Plugin for Photoshop
There is a free program called paint.net that handles .dds files. I've used it a lot modding skyrim. I prefer it to Gimp (also free and handles .dds).
The best way to edit textures is to exporting them into png file or dds
then after file is edited we need to export it to dds file. In my photoshop it looks like this
DDS isn't lossless; .dds, .jpg, etc. compress and lose data each save. I'd use .png until you are ready for a final export into .dds if needed.
Exactly PNG for edit -> dds for converter -> .texture

7
Sweet info thanks!
7
User avatar

Teebling 6933Admin

Europe PC
Just wanted to say thanks for making this in-depth writeup in the end Darbon. Hope this helps others get into modding too :)

7
User avatar

BillyMaysed 2263Moderator

Sorceress Americas PC
Teebling wrote: 3 years ago
Just wanted to say thanks for making this in-depth writeup in the end Darbon. Hope this helps others get into modding too :)
I put this in the pinned thread at the top :D

7
OP
User avatar

Darbon 140

Paladin Europe PC
Added very important new discovery, in D2R you dont need to make mpq file, just naming your mod folder - modname.mpq is enough to make the game run it, this is very good method to combine multiple mods together
Darbon wrote: 3 years ago
Now the easiest way is to name your mod folder as modname.mpq , this way you can fuse multiple mods together like skin mods + loot filter mod etc.

7
Any thoughts on how to replace the in game font style?

PSN: SeriousTyro
Xbox GT: SeriousTyro
7
OP
User avatar

Darbon 140

Paladin Europe PC
SeriousTyro wrote: 2 years ago
Any thoughts on how to replace the in game font style?
Have you tried editing those files?
Here's a Vosa G. Thomas repo he's working on this stuff https://gitlab.com/Wasps/diablo-2-fonts

7
Darbon wrote: 2 years ago
SeriousTyro wrote: 2 years ago
Any thoughts on how to replace the in game font style?
Have you tried editing those files?

fonts.png

Here's a Vosa G. Thomas repo he's working on this stuff https://gitlab.com/Wasps/diablo-2-fonts
Thanks I was able to figure it out.

Is it possible to rename item names like
Light Belt
to "USELESS"
so if a Unique
Light Belt
drops (
Snakecord
) then I'd know to ignore it instead of wasting time picking it up and id'ing it.

PSN: SeriousTyro
Xbox GT: SeriousTyro
7
OP
User avatar

Darbon 140

Paladin Europe PC
SeriousTyro wrote: 2 years ago
Thanks I was able to figure it out.

Is it possible to rename item names like
Light Belt
to "USELESS"
so if a Unique
Light Belt
drops (
Snakecord
) then I'd know to ignore it instead of wasting time picking it up and id'ing it.
I have no idea about that :0

7
If I wanted to find the background scenery that is used in the character selection screen, where would I find this and how can I view it? Ideally I would like it as an .png

Thanks!
7
OP
User avatar

Darbon 140

Paladin Europe PC
Jimbo Huge wrote: 2 years ago
If I wanted to find the background scenery that is used in the character selection screen, where would I find this and how can I view it? Ideally I would like it as an .png

Thanks!
https://d2mods.info/forum/viewtopic.php?t=64212 Try those tools

7
Is there a tool that would allow us to transfer back the edited .model files back into the game ? Is somebody working on such kind of tool at all?
7
OP
User avatar

Darbon 140

Paladin Europe PC
Nihil wrote: 2 years ago
Is there a tool that would allow us to transfer back the edited .model files back into the game ? Is somebody working on such kind of tool at all?
Norbyte is working on it, this is his repository.

https://github.com/Norbyte/lslib/issues/67

7
Thank you for the information Darbon, much appreciated. Fingers cross then that we will have this tool soon...

Otherwise I should say that this is the most detailed guide which I was able to find. Great Job!
9

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