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Post by zalgo on Sept 27, 2010 8:56:33 GMT -5
Hey Wiz can you reupload the tools in another site Im having some problems with sendspace EDIT: Nevermind i have the files now But what is the .BIg that contain the textures?
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Post by Wizard on Sept 27, 2010 10:38:11 GMT -5
Hey Wiz can you reupload the tools in another site Im having some problems with sendspace EDIT: Nevermind i have the files now But what is the .BIg that contain the textures? That depends what your going after IF you want characters textures, then your going to need to extract Npcs.BIG in the Models folder. From there, you'll see every Character / model has a .TEX that corresponds with it (It's easy to tell by name) If you need further assistance, don't be afraid to ask!
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ethos
Survivor
Posts: 102
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Post by ethos on Oct 2, 2010 5:45:18 GMT -5
I finnally extract the right file (Npc.big ), but i'm feeling stupid... i really don't know what to do with... for example "chest_defaut.big, chest_defaut.tex" How can i extract textures (like dds or something) I really want to test some Texture Edit, but i'm a novice in this kind of method...
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Post by Wizard on Oct 2, 2010 9:02:37 GMT -5
I finnally extract the right file (Npc.big ), but i'm feeling stupid... i really don't know what to do with... for example "chest_defaut.big, chest_defaut.tex" How can i extract textures (like dds or something) I really want to test some Texture Edit, but i'm a novice in this kind of method... Use the Dr2TextureConvert.bms script on the .TEX file just like you did with the .BIG itself. If your going to want to actually see the texture edits in game, use TexMod like I describe in the other tutorial
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Post by Wizard on Oct 14, 2010 13:35:49 GMT -5
I tried using this method. I have them all the heads from the original file, the file size was the same as the original, I pack it all up, game crashes upon trying to boot up.
I must have messed up the header part, I guess. I prefer TexMod for this anyways, it's very simple to work with and easy to pass the mods around without having to mess with any "real" files.
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Post by locomf on Oct 14, 2010 14:18:05 GMT -5
I don't like texmod (start trainer-start texmod-start dxwnd-start game) maybe i am not used to it but the direct method takes a lot-lot of time to do it anyway. But i'm fine with texmod for most of them (Just my opinion, want to keep my game clean as possible) I know ethos i always have a buckup from the original files. I must have messed up the header part, I guess. I didn't have crash problems with the wrong header only the skin was turn to left or right, maybe it was something else.
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Post by Wizard on Oct 14, 2010 14:28:11 GMT -5
I don't like texmod (start trainer-start texmod-start dxwnd-start game) maybe i am not used to it but the direct method takes a lot-lot of time to do it anyway. I know ethos i always have a buckup from the original files. I must have messed up the header part, I guess. I didn't have crash problems with the wrong header only the skin was turn to left or right, maybe it was something else. Oh it's very possible it was something else lol! My game is modded to death...I have so many random small mods I never bothered to release crammed in my game folder...xD
I don't know what's wrong with it. I know I packed it all up correctly, hell the file size of the newly packed .TEX is the same as the original. So...go figure...
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Post by locomf on Oct 14, 2010 15:51:32 GMT -5
Wizard did you manage to find how to change the outfit name, i am trying to find that few days but with no luck unfortunately
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Post by ryan7259 on Nov 21, 2010 4:16:23 GMT -5
Why does it rip out shitty low-res textures that are rainbow.
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dengarde
Survivor
Survivor Enthusiast
Posts: 99
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Post by dengarde on Nov 21, 2010 9:22:04 GMT -5
...Those are the normal maps.
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Post by ryan7259 on Nov 21, 2010 12:46:00 GMT -5
No, I'm talking about the cm textures.
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dengarde
Survivor
Survivor Enthusiast
Posts: 99
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Post by dengarde on Nov 21, 2010 13:00:58 GMT -5
...And THOSE are the actual textures.
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Post by ryan7259 on Nov 21, 2010 16:32:42 GMT -5
Then explain how everyone else can get Rebecca's textures out fine, but mine is a low-res mess.
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dengarde
Survivor
Survivor Enthusiast
Posts: 99
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Post by dengarde on Nov 21, 2010 17:04:29 GMT -5
You're probably extracting the textures from Rebecca's low res model. If you want the higher res, then try extracting it from cast_rebecca_t1.
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Post by ryan7259 on Nov 21, 2010 18:56:44 GMT -5
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dengarde
Survivor
Survivor Enthusiast
Posts: 99
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Post by dengarde on Nov 21, 2010 19:25:38 GMT -5
Oh, those textures. Thats still normal. Basically what they're doing there is relying mostly on the normal maps for the textures.
If you really need to see them, then duplicate the layer in the CM files multiple times. Then the textures will become much mor visable.
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Post by ryan7259 on Dec 16, 2010 0:48:32 GMT -5
How many times do I have to duplicate the textures. I'm at 30+ layers and still no change in colors.
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Post by omeganuepsilon on Dec 16, 2010 1:22:09 GMT -5
The files you linked host tons of textures.
You're going to have to be specific about the file you're talking about, maybe upload it somewhere, along with the other two(if there are) similarly named varients (IE 1. nm 2. cm and 3. mask)
So far as I've seen, mask is the texture, the other two are bump and highlight(area's affected by in game lighting) maps.
A note on 3d rendering:
__________________________
Normals and Bump maps and Textures.
I forget what the actual file names of these are, but here's how they work.
Texture Straight up what you see. 2d jpeg wrapped around a 3D shape.
Certain other items though, things that apear shiny, or wrinkled or scratched, are effects gleaned from the other maps.
Now, I'll touch on the 3d model itself. It usually has a color, generally white.
I'm not sure about this game, but that color can change. If I were to make, say, a brown bowling ball, uniform in actual color, it would be easier to do it without texture, just change the color of the 3d model itself. Then the other maps provide the little details, shine and scratches. If you want to make 34 different colored bowling balls, you could do so with minimal coding and information by simply changing the color on each model itself, and not messing with 34 different textures, and use 1 simple jpeg for the holes.
That is how the textures are for much of the Spartan armor in Halo games. The texture doesn't change, there isn't really one. The effect layers don't change so much, it's just the underlying color that changes.
_______________________________________
I'm not sure what either of you are talking about by "duplicating the layer", however. If by that you mean a simple copy and paste in whatever editing program you're using, that's simply not going to work. A majority of bump map type files are not transparencies but shades of black and white, and layering them will do nothing.
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Post by ryan7259 on Dec 16, 2010 19:09:14 GMT -5
Read above. I'm talking about the cine_soldier_t1 textures. And why did dengarde say that duplicating textures will work. Obviously, I'm talking about the rainbow texture in the cm files. Not all of them are rainbow though.
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Post by anno1404 on Dec 29, 2010 1:51:56 GMT -5
If your going to want to actually see the texture edits in game, use TexMod like I describe in the other tutorial Which tutorial? Have a link? Here is a zip file of this file instead of 7s zip format: www.sendspace.com/file/klnh9sI am writing a tutorial as I learn this. It is a wiki, anyone can edit, and no registration is required.
This is my first try at using quickbms, and I can't get it to work. It says: -SCRIPT's MESSAGE:
-O files found in 0 seconds
Press Return to quit
I was trying to convert cr_jacker_cm Attached is a screen shot. Attachments:
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tab
Survivor
Posts: 118
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Post by tab on Dec 29, 2010 1:55:47 GMT -5
are you trying to get the dds files out of the textures?
use it on the .tex file itself instead of the extracted pieces, it doesn't convert piece by piece it just extracts and converts everything from the .tex file.
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Post by anno1404 on Dec 29, 2010 2:30:33 GMT -5
Yep, I was trying to convert the file, not the tex file. I just realized this, was planning on moving this message, and saw that you responded. I am REALLY glad you are still editing here Tab! (I just moved the post, seeing how this works)
Here is a picture of the cr_jacket_cm.dds file which everyone has been talking about. Attachments:
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Post by anno1404 on Jan 16, 2011 15:09:33 GMT -5
I found this article today: Best Free Hex EditorI have been using XVI32, and it sucks for copying and pasting. I am attempting to change binary paragraph marks (00) to % (25) (% does not appear in the file) then paste this binary in a text editor like notepad so I can covert all the large text file, data\frontend\str_en.bcs into an article with all the lines intact. The game calls (requests) certain binary text by line. For example, data/datafile.big/items.txt tells the game what line of code to use for a: - character's notebook description (Rebecca's: line 65529),
- display name above character (Rebecca's: line 50047),
- character's full name in the notebook (Rebecca's: 81585),
- Rescue quote (Cinda Smith's: 65424)
See this article for a full table of survivor attributes from data/datafile.big/items.txt . (minus poker attributes) We already know how to change that text (replaced text must be the same number of characters to work). If we can find out exact where certain binary text appears, we can change that binary text easier. I found that Hexplorer, with its matrix type layout, was able to copy text like I wanted. [/img] Edit >> copy as >> Filtered textPaste textThen in microsoft word, find and replace (ctrl+h): % with ^p (paragraph mark). For line numbers in Microsoft WordFile >> page setup >> Layout tab >> Line Numbers Button >> Add line numbering >> continuous [/spoiler] I also found this tool which replaces hex to string (regular text) online. I have not tried it yet, but it looks promising, and there are several online applications which do the same thing which you can find online by googling.
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Post by anno1404 on Feb 7, 2011 17:47:53 GMT -5
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Post by Wizard on Mar 23, 2011 11:09:07 GMT -5
Blah, I ran across an issue trying to do this.... I'm 100% sure I AM doing the header correctly, I've used a Hex Editor (HxD) for many other games, so I know how it all works.. The game boots up with the modded files, but the textures appear as pure black. I know I saved the DDS in the correct format (These were DXT1) Anyone have any ideas? I'd really like to release some reskins that edit the game files themself, not TexMod. (Generally my TexMod reskin releases get hardly any downloads...)
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Post by anno1404 on Mar 23, 2011 11:26:09 GMT -5
There was another posting about this same issue, the textures appearing as pure black. Texture black ingame?I think the problem is the wrong DDS, but you said it was correct. Maybe the problem is the setting you saved it on? Was it in photoshop? An excellent program to view textures is qnview.exe. to view an entire folder of .dds files in qnview.exe, navigate to that folder on the left using the windows explorer format.
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Post by Wizard on Mar 23, 2011 11:43:23 GMT -5
There was another posting about this same issue, the textures appearing as pure black. Texture black ingame?I think the problem is the wrong DDS, but you said it was correct. Maybe the problem is the setting you saved it on? Was it in photoshop? Aye, it was in Photoshop. I used the good ol DDS Plugin for it. I made sure the original texture was DXT1 before I saved it, so I saved it in DXT1 (even made sure I had the same DXT1 settings as screenshots above) and they still show up in pure black I wonder whats causing the problem... I'm gonna do a little series of tests and make sure it's no in-game setting issue or anything, and I'll let you know if I find anything. Thanks for the reply : )
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 23, 2011 11:57:38 GMT -5
I doubt it's in-game... I use paint.net not photoshop but it sounds like you did everything right in there... the only thing I can think about is possibly you just messed up with the header in hex editor.... I would just try it again.
that's my guess anyway
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Post by Wizard on Mar 23, 2011 12:00:50 GMT -5
I'll try it again. I'll go ultra slow to just make sure I make no errors If it still craps out (blacks out XD) I'll make a short list of a steps I did and hope I catch my own mistake lol Thanks for the support guys. I have this (what I think is) a really cool default chuck reskin going, and I'd like to see it in-game before I do the Bump maps, and diffuse maps for it.
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Post by Wizard on Mar 23, 2011 14:18:43 GMT -5
Great News! I figured it out Turns out, I was making a very bone-headed move and goofing up the Header due to failing at backing up the original texture file first... Blonde moment Anyways, It works great in-game now! w00t
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