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How do you add a new texture to an existing model without overwriting?


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17 réponses à ce sujet

#1
Dante325

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So I made some new textures for the templar armor but I don't want all the templars looking the same way as I do.

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
tazpn

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I'm not an expert on texture replacements but I expect that you will have to clone the relevant MMH file from modelhierarchies and change the MaterialObject or MaterialLibrary references (you should be able to do this with the toolset GFFEditor) to a new name. Adinos' DATool can help browse though the models to find the one you need.
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
Dante325

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Yeah I edited the .mmh .phy .msh files earlier. I set all the instances of hm_rob_tmpa to hm_rob_tmpb which is the name of the new texture file.



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
Adinos

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I have been doing a bit of texture replacing, adding new things like this



Posted Image



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
Laeird

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Hehe I've been watching that tool like every day waiting like a kid outside a candy store.

#6
Dante325

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Success!

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
Adinos

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As the previous posted demonstrated, this can be done manually by editing the MMH, PHY and MAO files, but I have also released a tool which should hopefully make the process a bit easier: http://social.biowar...75/index/301264

#8
PavelNovotny

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Suppose I want to duplicate an existing model (prp_alchemy_recipe) and add it as a placeable (plc_alchemy_recipe).



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
Adinos

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Somebody from BioWare said that "All placeables start out as props" and if you look at the models you will see that sometimes you have both a placeable (plc_) and a prop (prp_) version of the same object. They look the same, but there are some differences (otherwise two separate model files would not be needed). - I think different shaders were mentioned, but I must admit I am not 100% sure exactly what needs to be changed to create a placeable from a prop. I guess someone has to open such a pair of files side by side and compare - I'll do it when I get home from work, unless someone else beats me to it.

#10
PavelNovotny

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I've been able to create placeables from props by adding the prop to the placeable_types xls sheet in the placeables 2da file. They show up in the list for creating placeables, and they show up in game (the name even shows when you press tab), but I cannot click on them in the Area Editor or in the game.



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
Bfler

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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?

#12
Adinos

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This would be a great opportunity for someone to write a tutorial on how to actually get new models into the game ..retextured models, like those mentioned above, rescaled models (I should have an update out today or tomorrow that allows people to create resized versions of models) and brand new models imported through one of the import tools that people are writing.



So, any volunteers?

#13
PavelNovotny

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I would volunteer if I knew how to do it. :-)



Is there anybody who has gotten it to work and knows what to do?

#14
Dante325

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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
Krayzie_3334

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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.:P

Modifié par Krayzie_3334, 27 novembre 2009 - 08:27 .


#16
Dante325

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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.:P


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.Posted Image

#17
Krayzie_3334

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Dante325 wrote...

On a side note... dark templar armor is apparently a popular retexture topic.Posted Image

I've Notice, :P A coincidence.:innocent:

#18
Bfler

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Thank you for the tutorial.