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Thread: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

  1. #441

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Dezztroy View Post
    Sorry if this is a stupid question, but how do I actually go about updating an old table with the new columns? Is there an easy way I'm missing, or will I have to manually copy all the data over, one cell at a time?
    Disregard this, I figured it out. Turns out I'm blind.

  2. #442
    Heljumper117's Avatar Libertus
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    Default Re: PFM 4.1.2 - Warhammer support

    It looks a little different but I'm able to update my unit mods so rep for Cataph

  3. #443

    Default Re: PFM 4.1.2 - Warhammer support

    Can someone help me? I want to fix the wood elves melee attack and melee defence. so I modified the land tables using the pack file manager. but game was crash. what is the problem?

  4. #444

    Default Re: PFM 4.1.2 - Warhammer support

    Yes the PFM seems broken and needs updating. I make a new mod editing unit stats and the mod is out of date and CTD on launch. I even make a mod that doesn't edit anything and WTW CTD on launch with the mod enabled.<br><br>There must be a way for CA to be more mod-friendly and considerate of modders instead of constantly making mods out of date and breaking modding tools.

  5. #445

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by DiegoDelaVega View Post
    I did a quick survey over the warhammer files. There are more than 12k .dds textures and only the new ones using a DirectX 10 format. I also checked the surface format for these DX10 files and basically the data is stored in exactly the same way like most of the 'old' textures. The only difference is the presence of an extended file header (if you know what I talk about). Converting them in bulk to a more usable .DDS format should be pretty easy.
    If anyone interested in the reason why their unit skin might be glitching.

    It is possible because of usage of .wsmodel file. .wsmodel file is working as a shader, but the unit texture which the shader is applied to got modified.

    Looked into my unit mod which is mostly about Ethereal units.

    Had same issue when playing around with already existing unit textures: namely it was "Cairn Wraith".
    I was unable to open it with old DDS plugin.

    The intel plugin works fine combined with Photoshop CS 5.1.

    After opening the Cairn Wraith skin with new plugin the result is totally different than it was before.

    You have 11 separate layers of Mip-Maps.

    There are no more one giant texture files.

    Every visual part /teeth,face,jaw,cape parts/ are now separated without the textures "connecting" with each other.

    To be honest this will help future skin modders to make their work quicker as the file is easier to be manipulated with PS.

    Found that the new texture format / architecture is also meddling in how the shaders/materials/wsmodel files work...

    The scripts and methods used in the materials files are exactly the same as before.. but the "skins" or "shaders" will not apply properly onto the unit & unit texture.

    After deleting & re-importing all affected textures, the result is the same.

    The affected units will be glitching as "color changing" from different camera angles.

  6. #446

    Default Re: PFM 4.1.2 - Warhammer support

    Since it's been confirmed not to be a PFM issue we should probably discuss texture issues somewhere else but Ive successfully been reskinning the new units by opening the textures with the new plugin, editing and saving them as .psd. close photoshop, reverting to the old plugin, opening them and saving them as dx1 (or dx5 if theres an alpha) otherwise saving with the new compression was leading to improper wrapping.

  7. #447

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Meretrix View Post
    Since it's been confirmed not to be a PFM issue we should probably discuss texture issues somewhere else but Ive successfully been reskinning the new units by opening the textures with the new plugin, editing and saving them as .psd. close photoshop, reverting to the old plugin, opening them and saving them as dx1 (or dx5 if theres an alpha) otherwise saving with the new compression was leading to improper wrapping.
    Opened a new thread ^^ Back to PFM stuff

  8. #448

    Default Re: PFM 4.1.2 - Warhammer support

    So is there an ETA for the updated schema? cause while cataph's fix helped me fix some of my own mods, there are others whom need the official update in order for their mods to be updated and functional.

  9. #449

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Blaise90 View Post
    If anyone interested in the reason why their unit skin might be glitching.

    It is possible because of usage of .wsmodel file. .wsmodel file is working as a shader, but the unit texture which the shader is applied to got modified.

    Looked into my unit mod which is mostly about Ethereal units.

    Had same issue when playing around with already existing unit textures: namely it was "Cairn Wraith".
    I was unable to open it with old DDS plugin.

    The intel plugin works fine combined with Photoshop CS 5.1.

    After opening the Cairn Wraith skin with new plugin the result is totally different than it was before.

    You have 11 separate layers of Mip-Maps.

    There are no more one giant texture files.

    Every visual part /teeth,face,jaw,cape parts/ are now separated without the textures "connecting" with each other.

    To be honest this will help future skin modders to make their work quicker as the file is easier to be manipulated with PS.

    Found that the new texture format / architecture is also meddling in how the shaders/materials/wsmodel files work...

    The scripts and methods used in the materials files are exactly the same as before.. but the "skins" or "shaders" will not apply properly onto the unit & unit texture.

    After deleting & re-importing all affected textures, the result is the same.

    The affected units will be glitching as "color changing" from different camera angles.
    I have same issue with my mod. If i edited material/rigud/ws model texture change and give glich problem. But if simple use new texture and rename them as original, problem disappear. So isent a material or ws model texture problem or a texture format problem, but there is a reference to original texture in rigid that give that glich. We need just find this reference and edit it


    Solved
    ignore material, ignored ws model just used rigid model and now my texture work
    Last edited by adclaw; December 12, 2016 at 03:58 PM.

  10. #450
    Gengi87's Avatar Libertus
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    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by adclaw View Post
    I have same issue with my mod. If i edited material/rigud/ws model texture change and give glich problem. But if simple use new texture and rename them as original, problem disappear. So isent a material or ws model texture problem or a texture format problem, but there is a reference to original texture in rigid that give that glich. We need just find this reference and edit it

    Thank you guys!.......So, the problem is due to new dds format. Does anyone know in which format we have to save the edited dds file? Beacuse using DXGI_FORMAT_BC1_UNORM_SRGB I cannot generate mipmaps.









    Attached Thumbnails Attached Thumbnails intel texture works.jpg  

  11. #451

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Gengi87 View Post
    Thank you guys!.......So, the problem is due to new dds format. Does anyone know in which format we have to save the edited dds file? Beacuse using DXGI_FORMAT_BC1_UNORM_SRGB I cannot generate mipmaps.
    The problem is not due to the textures, it's (seemingly) caused by modifying the .wsmodel file. I get the same problem (black, misaligned textures that randomly switch depending on camera angle) when using CA's textures with a custom .wsmodel and material.

  12. #452

    Default Re: PFM 4.1.2 - Warhammer support

    Can't edit main_units_tables after the wood elves patch.

  13. #453
    Gengi87's Avatar Libertus
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    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Dezztroy View Post
    The problem is not due to the textures, it's (seemingly) caused by modifying the .wsmodel file. I get the same problem (black, misaligned textures that randomly switch depending on camera angle) when using CA's textures with a custom .wsmodel and material.

    Thank you for your answer, so at the moment we cannot use a custom wsmodel, right? (in fact I have tried to make wsmodel works using different dds format with no success).... it's very boring since I cannot use my modified zintler head for my Voland's Venators ... very sad....

  14. #454

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Gengi87 View Post
    Thank you guys!.......So, the problem is due to new dds format. Does anyone know in which format we have to save the edited dds file? Beacuse using DXGI_FORMAT_BC1_UNORM_SRGB I cannot generate mipmaps.
    You have to save the new textures as dx1 or dx5 (if they have alphas.) Dont use the new compression yet, it's causing the problems. Ive been editing textures just fine now.

  15. #455
    Alex(España)'s Avatar Civis
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    Default Re: PFM 4.1.2 - Warhammer support

    The building levels cannot be change because I can't see with PFM and with Cataph fix
    Si en el frente veis a unos soldados sucios, mal afeitados, con el uniforme desabrochado y las botas rotas, cuadraos ante el, es un héroe, es un español.

    Sobre los muchachos de la División Azul.



  16. #456

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Meretrix View Post
    You have to save the new textures as dx1 or dx5 (if they have alphas.) Dont use the new compression yet, it's causing the problems. Ive been editing textures just fine now.
    My textures have BC3/DXT5 compression yet it still causes problems. Testing BC1/DXT1 now
    Last edited by frolof; December 12, 2016 at 08:40 AM.

  17. #457

    Default Re: PFM 4.1.2 - Warhammer support

    Just updated it to BC1/DXT1. Doesnt work. It's still glitched. Is it something I have missed here?
    Last edited by frolof; December 12, 2016 at 08:45 AM.

  18. #458

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by Yenicer View Post
    Can't edit main_units_tables after the wood elves patch.
    yea,
    have to wait until they update the schema before you can use it again, though cataph has a temporary fix

  19. #459

    Default Re: PFM 4.1.2 - Warhammer support

    Reporting cai_personalities_tables needs updating, as some of the columns are different now, and some of the selections are no longer there.
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  20. #460

    Default Re: PFM 4.1.2 - Warhammer support

    Quote Originally Posted by frolof View Post
    Just updated it to BC1/DXT1. Doesnt work. It's still glitched. Is it something I have missed here?
    I had to revert back to the old plugin the save them. BC was causing me problems in game as well.

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