A little systematic problem isolation brought the answer: I'm stupid ^^.
Reading the High Res Mod's extracted def file, I thought the path in the def file for building has to be removed.
That caused a .tpf file to be built, but with a messed up internal file mapping.
When I don't remove the path, it works.
Sry for bothering with stupid problems :DD
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Hi
I hope someone with experience in using TexMod for creating a Mod (not only using it) can help me with my problem.
Which is:
I want to replace my ME2 FemShep's face texture.
As a first test, I tried to simply replace it with jacob's face, just to see if I get the hacking itself to work.
So I used logging mode, dumped FemShep's face to get the proper offset, then dumped jacob's face to get the .dds.
I can view both textures correctly in a DDS viewer, so no problem there.
I also tested using TexMod with the ME2 High-Res Mod. That one worked. Took a minute or so to start ME2 and then ingame Tali and Garrus had considerably better textures (awesome work, btw).
What i did then is to rename Jacob's texture to the name that FemShep's texture actually had and then used TexMod to build a tpf file containing the logged FemShep texture offset definition and the replaced FemShep's face Texture (containing jacob's face). I made sure that the definition's file content is similar to that from the high res mod (i.e. "[offset]|[filename]" with [filename] having no path. I even checked the correct NULL terminator at the end via Notepad++
So as far as I can tell, my created .tpf is in principle the same as the working high res mod's tof file, only with different content.
Still, when i start ME2 the same way as I did for testing the high res mod (rerouting via TexMod etc.), FemShep still has her normal face texture instead of jacob's :.-(.
I don't know what I'm doing wrong.
Maybe the error is that you can't simple rename a texture file and use it for a given offset? But that seems unlikely.
I hope somehone can help.
Thx in advance.
Modifié par Paigan, 04 janvier 2013 - 09:37 .





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