ya it is an old tileset hak that I got off the vault that is a remake of the rural tileset.
Dark Age Fantasy Tileset
#26
Posté 28 juillet 2015 - 05:34
#27
Posté 28 juillet 2015 - 05:46
Well why not use the texture view mode in windows explorer to see what textures you want to change ? It´s pretty basic stuff ![]()
Just drag the texture into your paint app change it and convert file to dds.
- Tonden_Ockay aime ceci
#28
Posté 28 juillet 2015 - 05:56
I'm not having any problems with reskinning something in a tileset hak. I just replace it and bam it works easy as you said. But now I'm going to see what I need to do in order to make an override hak.
#29
Posté 28 juillet 2015 - 06:30
Ok I think overrides are going to be easy as well. I say I think because I have only done 2 tiles as overrides so far.
#30
Posté 28 juillet 2015 - 06:34
I tried using the program Paint.Net to open .dds files but it keeps claiming the file isn't a dds file and wont open it. So what paint program do you all use for dds files?
#31
Posté 28 juillet 2015 - 06:39
This was one of those issues I struggled with awhile. From what I understand NWN was one of the first DDS adopters. Because of this the type of DDS file NWN uses isn't EXACTLY like the ones everyone else does.
What I do is export the DDS texture from NWNExplorer as a TGA file. Then convert it to DDS using this.
There might be a better way to do it... but I don't know one.
- Tonden_Ockay aime ceci
#32
Posté 28 juillet 2015 - 08:52
If you change a texture in photoshop, gimp, etc, make sure to uncheck compression when you save it. Compressed TGA files will be upside down after converting them to dds.
- Fester Pot, The Mad Poet et Tonden_Ockay aiment ceci
#33
Posté 28 juillet 2015 - 09:27
Ok I'm working on a reskin hak. I have a 256x256 texture that I used 4 of to get a 512x512 texture using Paint.Net. Then I saved it as a tga file. However I which I can open back up in Paint.Net with no problem. I then used the program to in folder and took the dds out of the out folder. Next I put it in my override hak but this is what I keep getting.

I have done this over and over but I keep getting the same outcome. Is it the Paint.Net program that is doing this or what?
#34
Posté 28 juillet 2015 - 10:07
You don't work with dds files. You have to work with tga files in gmax and paint programs. When your texture is finished convert it to dds with the utility the Mad Poet told you about.
If you change a texture in photoshop, gimp, etc, make sure to uncheck compression when you save it. Compressed TGA files will be upside down after converting them to dds.
Well... yeah work on it in TGA and then convert. Sorry if I wasn't clear there.
Also... thank you for finally letting me know why these dang TGA's keep flipping! Now I can avoid that in the future.
- Tonden_Ockay aime ceci
#35
Posté 29 juillet 2015 - 01:05
Thanks " Mad Poet and Zwekules "
#36
Posté 29 juillet 2015 - 01:33
To get rid of any compression in a TGA I use "TGA Flipper" twice before converting to dds. The first time it turns your TGA upside down. The second time turns it the right way up again.
(I still prefer RoAR to TRoR - avoids people mistakenly thinking I have anything to do with your project)
TR
- Tonden_Ockay aime ceci
#37
Posté 29 juillet 2015 - 04:18
lol I didnt even think of your name when making it, sorry Tarot. I was going to go with RoR but it was taken when making a domain name, which is why I added "The".
#38
Posté 29 juillet 2015 - 01:55
Ok what is the best way to go about getting rid of unwanted tiles when making a reskin hak?
I'm reskining a building that used to be brick so the corners still have some extra stone textures that I would like to have gone. Here is a screenshot of what I'm taking about.

- KlatchainCoffee et Anamorphose aiment ceci
#39
Posté 29 juillet 2015 - 02:11
Question: What happens if a texture is only 256x256 but you replace it with a 512x512? Do you then have to change something else somewhere?
#40
Posté 29 juillet 2015 - 02:17
I will look into changing it to roar when I get a chance TR.
- Tarot Redhand aime ceci
#41
Posté 29 juillet 2015 - 02:24
You can replace the texture by a completely transparent one, you could open the model with a text editor,Ok what is the best way to go about getting rid of unwanted tiles when making a reskin hak?
I'm reskining a building that used to be brick so the corners still have some extra stone textures that I would like to have gone. Here is a screenshot of what I'm taking about.
look where the texture is used and change render 1 to render 0, or you could remove all the meshes that use that texture which can also be done with a text editor.
Question: What happens if a texture only have a texture size of 256x256 but you replace it with say a 512x512. Do you then have to change something else somewhere?
Texture vertex "coordinates" go from 0 to 1 (that's like 0 to 100% of the length/width of the texture, so if you change the size of a texture you don't have to change any t-verts. In short: You can replace a 256x256 texture with a 512x512, 1024x1024 ... texture without problems with one exception: Textures that use procedural animations like water, lava, etc often chrash the game if they are bigger than 256x256.
- Tonden_Ockay aime ceci
#42
Posté 29 juillet 2015 - 02:34
Ok what is the best way to go about getting rid of unwanted tiles when making a reskin hak?
I'm reskining a building that used to be brick so the corners still have some extra stone textures that I would like to have gone. Here is a screenshot of what I'm taking about.
Without editing the model I can suggest two things. Not sure how the results would be because I've never worked on that tileset before.
1. Find that exact stone texture and replace it with the same wood texture. It may have the appearance of wood just sticking out of the side of the building. Makes it look like the building was poorly constructed. Might be a good look. The caveat is that if that texture is used elsewhere in the tileset or on placeables or something it can cause weirdness. Doing the RLCore I noticed that the couch placeables had the same texture as some of the walls. First textures I used made the couches look very strange. Only thing to do is try and see how it looks. If it fails, try something else.
2. If the stone is a separate piece of the model, and the texture isn't used elsewhere, a simple transparent tga might make it disappear. However if the 'Wall' behind the stone isn't a solid piece you could get weird holes in the building which won't look right. It's worked for me in the past. Again I don't know what the models for the Rural set are like so I'm not sure what this is going to do.
If these don't work the only thing I can suggest, without a modeling program, is to alter the MDL file of each tile that has those stone pieces. Find the part of the model that designates the name of the texture that is used and change the texture name to a new texture, make that new texture transparent or wood or whatever, and that should work. However that's a pretty long process of finding and altering each MDL file you need. This is a good way to change just those portions if that texture is used on other models like the above example.
Question: What happens if a texture is only 256x256 but you replace it with a 512x512? Do you then have to change something else somewhere?
Usually it wraps right. Though I've done it and had some strange effects before. Might have been something I did wrong though. Generally I *try* and stick with the same size textures if possible. Someone else might have better insight than I do on this.
- Tonden_Ockay aime ceci
#43
Posté 29 juillet 2015 - 03:28
I will look into changing it to roar when I get a chance TR.
Don't use "roar". There's an "a" in that and an "a" in meaglyn and I'm not involved in it either... ![]()
Seriously though, don't change the name of your work just because it has a couple of letters in common with someone's forum handle.
- The Mad Poet et Tonden_Ockay aiment ceci
#44
Posté 29 juillet 2015 - 04:48
Well I reskined a few rural houses that I kind of like the looks of now

Its a little on the bright side because I took the screenshot from the toolset.
I went with a little different stone on the wall so everything wouldn't be the same but I don't know if I like it.
I'm going with more wood and stone, because the brick and stucco is too modern looking for what I want.
- KlatchainCoffee et The Mad Poet aiment ceci
#45
Posté 29 juillet 2015 - 04:59
I agree that stone doesn't match well with the wood. A darker color might be a bit better.
Also most of the screenshots of what you were trying to make showed wood roof tops. Perhaps try putting one up there?
Overall it looks like it is going in a good directions. Gratz.
- Tonden_Ockay aime ceci
#46
Posté 29 juillet 2015 - 04:59
Oh and Thanks " Mad Poet and Zwekules " for the help, pointers, and insight.
#47
Posté 29 juillet 2015 - 05:01
Ya I was thinking the stone was too light as well.
So go with a wood roof vs a thatch roof?
#48
Posté 29 juillet 2015 - 05:19
Ya I was thinking the stone was too light as well.
So go with a wood roof vs a thatch roof?
Just my opinion. Have it look however you like.
- Tonden_Ockay aime ceci
#49
Posté 29 juillet 2015 - 05:25
Here I changed the wall to match the buildings and added a wood roof to see how it would look.

#50
Posté 29 juillet 2015 - 05:40
Here I tried another thatch texture I got off the internet.

I think I like this one the most out of the three.





Retour en haut







