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Recoloring Trees


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#1
TimelordDC

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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!

#2
Talisander

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wow, really awesome. Thanks, Timelord! Will definitely try this out, and use it a lot if I can manage the hex editing :)

#3
TimelordDC

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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.

#4
Obadiah

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That is pretty sweet.

#5
Challseus

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Just want to confirm I went through the tutorial, and got them in my level. Thanks again, Timelord!

#6
Challseus

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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:

Image IPB
Image IPB

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
TimelordDC

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Sure, send 'em to me - timelorddc AT gmail

#8
Challseus

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In case you see this first, I'm an idiot. The file extension was in fact incorrect. I blame Windows 7 :)