I've been wanting to do an autumn forest for my module but I couldn't find any information on changing the .spt file to show the modified textures. Well, after some trial and error, I am pleased to present a workflow to do that. You can read the details here - Tutorial - Recoloring Trees.
If there is an alternate method that's easier, please share!
Recoloring Trees
Débuté par
TimelordDC
, nov. 05 2010 07:15
#1
Posté 05 novembre 2010 - 07:15
#2
Posté 05 novembre 2010 - 07:24
wow, really awesome. Thanks, Timelord! Will definitely try this out, and use it a lot if I can manage the hex editing
#3
Posté 05 novembre 2010 - 07:42
The hex-editing is fairly simple if you stick to the naming conventions. For example, for bsh_c_boxwd tree, the leaf 1 tga file is called LV_c_boxwood1.tga. If you name your tga as LV_t_boxwood1.tga as an example, you just have to replace c with t in the name.
Yes, this really opens up the possibilities to have more unique trees. I will try to do a post later on using SpeedTreeCAD to further customize trees.
Yes, this really opens up the possibilities to have more unique trees. I will try to do a post later on using SpeedTreeCAD to further customize trees.
#4
Posté 06 novembre 2010 - 07:37
That is pretty sweet.
#5
Posté 07 novembre 2010 - 04:34
Just want to confirm I went through the tutorial, and got them in my level. Thanks again, Timelord!
#6
Posté 07 novembre 2010 - 02:18
Oops, I take that back. I'm able to see this trees in the toolset, in the game, it's another story. Checkout the screenies:


So as you can see, it shows up wonderfully in the toolset, in the actual game, it looks like it's using the the tre_s_alpbig model. Now, that sure if it makes a difference or not, but I do have some of those in the existing level, but I'm still not sure what's happening here. And I of course made sure to copy the DDS, the SPT, and the TGA files to the right directories...
Any ideas? Might I send you the files so you can see if I screwed something up, potentially in the HEX editor?
Thanks!


So as you can see, it shows up wonderfully in the toolset, in the actual game, it looks like it's using the the tre_s_alpbig model. Now, that sure if it makes a difference or not, but I do have some of those in the existing level, but I'm still not sure what's happening here. And I of course made sure to copy the DDS, the SPT, and the TGA files to the right directories...
Any ideas? Might I send you the files so you can see if I screwed something up, potentially in the HEX editor?
Thanks!
#7
Posté 07 novembre 2010 - 03:48
Sure, send 'em to me - timelorddc AT gmail
#8
Posté 07 novembre 2010 - 10:06
In case you see this first, I'm an idiot. The file extension was in fact incorrect. I blame Windows 7





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