Cashmira's Skins ♥

Great skins and I love your skins! Keep it up! You inspire me to make some of my own one day!!!! (Fires up GIMP)
Thank you so much SirLagsAlot! I really appreciate your support! Definitely give it a shot some day, it's a lot of fun customizing the game to your liking through skinning :) If you ever have any questions about skinning feel free to reach out here or on discord :)
 
♥ Update! New download links available for "Gold Sand Crater Routes" and "Gold Sand Crater Interior" ♥
*I wanted the crater areas to have a more calming desert vibe and I think I got it across fairly well with these 2 skins! Downloads available under the new Episode 4 tab!*
 
♥ Update! New download links available for "Gold Sand Crater Routes" and "Gold Sand Crater Interior" ♥
*I wanted the crater areas to have a more calming desert vibe and I think I got it across fairly well with these 2 skins! Downloads available under the new Episode 4 tab!*
super pretty desert ^^
 
♥ Update! New download link available for "Omega VR Spaceship 1&2" ♥
*The shining feature of this skin is for sure the animated screens on the ship! The nebula room looks especially rad! Download link available under the Episode 2 tab!*
 
♥ Bump! I've been on a partial hiatus from skinning and PSO in general but I'm finally back! If any users need any help with skinning or have any requests for skins, or even just suggestions, please don't hesitate to shoot me a message, I would love to help as much as I possibly can! As always, thanks to everyone who has reached out to me, whether it be just to compliment my work or looking for advice on making their own skins, I really appreciate it a ton! ♥
 
♥ Update! I've added a new "Want to make your own skins? Click here! ♥" tab on my page under the installation instructions. This section includes a download link for a folder that contains the 3 primary applications used for skinning PSO, and tutorials on how to edit textures and lighting using those applications! Hopefully this will be helpful for other players looking to make their own skins! And as always, don't hesitate to shoot me a message if you need help with skinning! ♥
 
♥ Update! New download link available for "Sinow Beat HUcaseal" ♥
*This is my 2nd ever character skin! I've had this idea floating around in my head for a while and I'm super happy to finally have it completed, really stoked on the results!*
 
Hey, I just wanted to add some informations to your great tutorial :):

About exporting, PSOBB only accept 3 formats to my knowledge:
-DXT1: no alpha (means no transparency)
-DXT1a: 1 bit alpha (pixels are either fully transparent or opaque)
-DXT3: explicit alpha (pixels are semi-transparent)
Make sure to set the compression effort to Highest.
Generate Mipmaps: checked [Filter Type "Box"] IF needed.

About Mipmaps:
There's only two reasons to use mipmaps or not, performances and artistic choices.
Since performance on PC isn't really an issue, we're left with art direction.
Do you want things to look smooth and blurry in the distance by displaying increasingly smaller copies of the images called Mipmaps (Generally used for terrain) or do you want to "hard" display the pixels of the image at the same size no matter the distance (UI doesn't need Mipmaps, skies should not be resized depending on the distance, Characters look weird and blurry depending on the camera distance, item boxes too blurry in the distance...).

However, for an example, if i'm using an higher resolution texture on an item box (my custom item box is in 256x256 compared to the original 64x64) since the image is bigger (and so are the mipmaps) the distance is increased before it gets really blurry, so i prefer using mipmaps, to me it gives a more "refined", less aliased look, each to their own.
But back then, the devs probably wanted the players to spot instantly those loot boxes on their small TV screens, so they chose no mipmaps so the items are eye-catching and really stand out from the environment.

Hope it helps!
 
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Hey, I just wanted to add some informations to your great tutorial :):

About exporting, PSOBB only accept 3 formats to my knowledge:
-DXT1: no alpha (means no transparency)
-DXT1a: 1 bit alpha (pixels are either fully transparent or opaque)
-DXT3: explicit alpha (pixels are semi-transparent)
Make sure to set the compression effort to Highest.
Generate Mipmaps: checked [Filter Type "Box"] IF needed.

About Mipmaps:
There's only two reasons to use mipmaps or not, performances and artistic choices.
Since performance on PC isn't really an issue, we're left with art direction.
Do you want things to look smooth and blurry in the distance by displaying increasingly smaller copies of the images called Mipmaps (Generally used for terrain) or do you want to "hard" display the pixels of the image at the same size no matter the distance (UI doesn't need Mipmaps, skies should not be resized depending on the distance, Characters look weird and blurry depending on the camera distance, item boxes too blurry in the distance...).

However, for an example, if i'm using an higher resolution texture on an item box (my custom item box is in 256x256 compared to the original 64x64) since the image is bigger (and so are the mipmaps) the distance is increased before it gets really blurry, so i prefer using mipmaps, to me it gives a more "refined", less aliased look, each to their own.
But back then, the devs probably wanted the players to spot instantly those loot boxes on their small TV screens, so they chose no mipmaps so the items are eye-catching and really stand out from the environment.

Hope it helps!
Thanks so much Echelon! Appreciate you taking the time to write this up and provide additional info, I'll add all of this info into my tutorial right now and credit you :)

Edit: Got your info added into the texture editing tutorial! Thanks again for the info, very well put together :)
 
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