How do you add a new texture to an existing model without overwriting?
#1
Posté 22 novembre 2009 - 05:43
I've checked the toolset wiki but the tutorial on textures there doesn't explain how to do this. Looking through the blood dragon armor files I know that you need to modify quite a few things to get this to work. Unfortunatly all my efforts to screw with those files have been unsuccessful so far.
If anyone has any tips it would be appreciated...
Sorry if this has been asked before.
#2
Posté 22 novembre 2009 - 06:21
The MaterialObject is then an MAO file in the materialobjects folder you create and reference your DDS file that overrides the defaults. Then you have to create new armors referencing the new MMH file in the appropriate XLS files and then reexport those sheets as GDA using the Excel Processor.
Not exactly easy for most people. I hope there is an easier way but I think this approach would work.
Modifié par tazpn, 22 novembre 2009 - 06:23 .
#3
Posté 22 novembre 2009 - 09:16
However after I did that I was able to select my robe without any texture on it.
You mentioned doing something with the .mao files? I tried editing them with the toolset but it can't open them.
#4
Posté 22 novembre 2009 - 10:04

However, the tool for doing this isn't quite ready - (but I expect to release it tonight or tomorrow).
Regarding the MAO files, they are xml files ... open them in a text editor - or export them from the material editor.
#5
Posté 22 novembre 2009 - 10:56
#6
Posté 24 novembre 2009 - 01:44
The .mao files were the last piece of the puzzle.
Some pics:
http://img34.imagesh...83/61285321.jpg
http://img339.images...39/9075/dt2.jpg
Thanks for the tip.
Modifié par Dante325, 24 novembre 2009 - 09:55 .
#7
Posté 25 novembre 2009 - 12:30
#8
Posté 26 novembre 2009 - 12:56
Do I need to rename all the files so they have the PLC_ prefix, or just rename the mesh?
Once I rename the files how do I put them back into the game so they show up in the toolset? Do I just put the renamed files into the override folder or do I need to add them into the erfs the original prp_ files came from?
Thanks!
#9
Posté 26 novembre 2009 - 01:08
#10
Posté 26 novembre 2009 - 01:30
I have the interactive property turned on, so they should be clickable - I'm hoping the only difference is that you need the plc_ prefix instead of prp_.
:-)
#11
Posté 27 novembre 2009 - 12:32
At the moment I have all the item-files mentioned above, but what files do I have to change that the toolset is able to recognize them?
#12
Posté 27 novembre 2009 - 06:28
So, any volunteers?
#13
Posté 27 novembre 2009 - 06:58
Is there anybody who has gotten it to work and knows what to do?
#14
Posté 27 novembre 2009 - 08:11
Bfler wrote...
Can somebody please explain the steps how I can use my created files with the toolset?
At the moment I have all the item-files mentioned above, but what files do I have to change that the toolset is able to recognize them?
The first thing you need to do is find the proper .gda file to create a new string for w/e your trying to add. Let's say you made a new massive helmet, you will have to find the helmet_massive_veriation.gda in your 2da.erf which can be opened with the toolset.
Once you found and extracted it you will need to create or modify one of the existing G2DA_ROW_LISTs. What I did was delete all the rows except for 0 and set it's columns to the properties of my files. You will also need to set the first column to the appearance number the helmet will take, some random high number like 99 probably won't get overiden by other mods. Make sure however that you name the new .gda file something else... like helmet_massive_veriation_pwnage.gda, that way it won't overwrite any of the existing helmet appearance strings in the toolset/game.
As for writing a full tutorial im not sure I can suffer such a pain in the ass after modding my armor. What I mean to say is... a propper tutorial would take allot of work and effort and I don't think I have the time at the moment.
Modifié par Dante325, 27 novembre 2009 - 08:22 .
#15
Posté 27 novembre 2009 - 08:26
http://social.biowar...1689/blog/1120/
It's not the most well put together Tutorial but It works.
Modifié par Krayzie_3334, 27 novembre 2009 - 08:27 .
#16
Posté 27 novembre 2009 - 11:16
Krayzie_3334 wrote...
Here's somewhat of a tutorial. I just made it after a request from Email
http://social.biowar...1689/blog/1120/
It's not the most well put together Tutorial but It works.
Looks good enough to me, certainly better then the one I would of made...
On a side note... dark templar armor is apparently a popular retexture topic.
#17
Posté 27 novembre 2009 - 11:33
I've Notice,Dante325 wrote...
On a side note... dark templar armor is apparently a popular retexture topic.
#18
Posté 28 novembre 2009 - 08:03





Retour en haut






