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Adding a additional texture to a existing armor without creating a new armor


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#1
Falmung

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Hello. I made a mod some time ago in order to fix the model being displayed with the Collector's Exclusive Helmet Bergen's Honor. The Bergen's Honor model was that of a regular templar helmet while the picture showed a red variant of the Duty helmet. I modified a .uti file to instead display the duty helmet and placed it on the override folder. Users asked me if I could modify the textures to make the helmet look red as the helmet was silver. With the help of a friend I applied the textures in the override folder as well but this also affected the Duty Helmet's textures.

I created a new helmet with new textures by using Adinos and Krayzie's tutorials. However this are done by creating a new item in the toolset and modifying the Item Variation. Since the uti file for the Bergen's honor is in game content it is displayed in numeric values. Therefore I do not know how I could apply this steps to it. When I changed the model variation of the helmet I simply kept changing the number from 1 to 7 on the .uti until I obtained the desired helmet. 

I want to be able to change the texture of the existing helmet without affecting the duty helmet. Any ideas?

#2
DarthParametric

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For what you want to do, you can't change the textures of the model without creating new model files (which is not difficult). Simply overriding the textures directly or overriding the MAO will replace the textures for every item that shares the same model, as you discovered. If you don't want to make a new model, the only option is to make a tint override and see if that can get the results you want. Looking at the xx_hlf_t02a model though (which I gather is what you used), the MAO has no tint map, which means you'd also need to override that and create one. If you are doing all that, you might as well just create a new model.

EDIT: Here, try this: http://www.mediafire...or_New_Model.7z

Overriding the MAO, adding a tint map and then using a tint override would obviously be a lot less work, but then all the items using the same model would be subject to tints based on their material type. That may actually not be a bad thing, but at least this way you only change the intended item and don't take that choice out of the player's hands.

Modifié par DarthParametric, 28 janvier 2011 - 05:25 .


#3
Falmung

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I see. So I override a model that can use a tint map and then in the helmet I wish to change I change the tint map while leaving the other helmet intact. I'll try it out. Thanks Darth. Your help is appreciated.

Edit : The files you gave me worked perfectly. Thank you.

Modifié par Falmung, 02 février 2011 - 07:32 .


#4
DarthParametric

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Well in this case you are still using a custom diffuse map as before, you're just using a new model so that the old one is unaffected. Creating a tint map for the original model and then using a tint override for the specific item is an alternative approach you could take. Less work, but as I said it also has unintended affects on all other vanilla items that use the same model.

#5
saltso

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i have a problem on my da toolset v1.1
i try to make a mod, i
want to make a light armor, change textures, i made 6 tints from the da
tint creator site, also i found a Tutorial of Creating recolors of
existing items in wikipaidia, and i stucked on the "Enable the red,
green and blue channels" step!
the RGB channels doesn't appear in the Object Inspector :(
how can i enable the RGB channels? so i can use the RGB channels..
here is the guide for da toolset on wikipedia:
http://social.biowar..._existing_items
please help me =D

#6
DarthParametric

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You have to select the tint object you created in the previous step.

#7
saltso

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thanks ^^

#8
saltso

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eem!

i have an other problem now ^^!

i am on the "Open the tint file for the object you are recoloring" step, but i cant find light armor

there are only heavy!

do you know the direction for the light armors?

#9
DarthParametric

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Light armour uses leather tints, not the metal tints like the heavier armours do. Look in the materialtypes.xls file located in <install directory>\tools\Source\2DA\rules\ and go to the "materialtypes" sheet. It lists all the material types and what tints they use. For light armour, you want the leather series:

Armor, Rough Hide T3_ARM_HID.tnt
Armor, Cured Hide T3_ARM_SLR.tnt
Armor, Leather T3_ARM_BLR.tnt
Armor, Hardened Leather T3_ARM_RLR.tnt
Armor, Reinforced Leather T3_ARM_KLR.tnt
Armor, Inscribed Leather T3_ARM_SPB.tnt
Armor, Drakescale Leather T3_ARM_DSK.tnt

#10
saltso

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maybe you misunderstood or i made something wrong on my question! anyway..

take a look on the guide i found here:

http://social.biowar..._existing_items

it explains how to change colors for a Heavy Armor C, in the "Open the tint file for the object you are recoloring" step explain where to find the texturepack.erf that contains the Heavy Armor C, but..

i want to change colors for a Studded Leather Armor, its light armor and i cant find it in the texturepack.erf, there is no "gen_im_arm_cht_lgt_rlr" of Studded Leather Armor :(

i dont know if it has a diferent name as .dds than .uti

that is i want to know and where to find it to open in da toolset ;)