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Thread: DDSConverter & Texture Discussion Thread

  1. #21

    Default Re: DDSConverter & Texture Discussion Thread

    Quote Originally Posted by Dezztroy View Post
    That's not an option though if you're making new units and don't want to affect what the base game units look like. Unless I'm thinking about this the wrong way.
    seriusdly how can a custom rigid model affect original rigid model?

    original
    <VARIANT_MESH>
    <SLOT name="head" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_02.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_03.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_04.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_05.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_01.rigid_model_v2" />
    </SLOT>
    <SLOT name="torso" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_02.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_03.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_04.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_05.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="legs" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_02.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_03.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    </SLOT>
    <SLOT name="stump_neck" attach_point="spine_2" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_neck_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_left_arm" attach_point="clav_left" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_left_arm_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_right_arm" attach_point="clav_right" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_right_arm_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_waist" attach_point="root" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_waist_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_severed_head" attach_point="head" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_head_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    </VARIANT_MESH>

    Modified

    <VARIANT_MESH>
    <SLOT name="head" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_99.rigid_model_v2" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_99.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_98.rigid_model_v2" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_98.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_97.rigid_model_v2" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_97.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_96.rigid_model_v2" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_96.rigid_model_v2" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_95.rigid_model_v2" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/head/wef_wardancers_head_95.rigid_model_v2" />
    </SLOT>
    <SLOT name="torso" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_02.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_03.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_04.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_05.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/torso/wef_wardancers_torso_01.wsmodel" >
    <META_DATA>audio_armour_type:leather</META_DATA> <META_DATA>audio_entity_type:wh_dlc_wef_elf_female</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="legs" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_02.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_03.wsmodel" imposter_model="VariantMeshes/wh_variantmodels/hu1b/wef/wef_wardancers/legs/wef_wardancers_legs_01.wsmodel" />
    </SLOT>
    <SLOT name="stump_neck" attach_point="spine_2" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_neck_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_left_arm" attach_point="clav_left" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_left_arm_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_right_arm" attach_point="clav_right" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_right_arm_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_waist" attach_point="root" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_waist_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    <SLOT name="stump_severed_head" attach_point="head" >
    <VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1b/dlc02_blood_pack/dlc02_stump_head_hu1b_1.rigid_model_v2" >
    <META_DATA>equipment</META_DATA></VARIANT_MESH>
    </SLOT>
    </VARIANT_MESH>


    Just as example with this you can create a new unit with a custom set of heads, this not overwrite original and work fine.

    ws models just use original rigid and overwrite original texture with another using materials for create a variation (for make patch smallest), materials dont work, simple back to old and create new rigid models and use them instead of ws models in variament mesh files

  2. #22

    Default Re: DDSConverter & Texture Discussion Thread

    I've been running into an issue, and I can't figure out where it lies, hopefully someone here can help me out.

    The converter plug-in finally allows me to open the newer textures in PS, but if I try to 'open transparency as Alpha channel' - I just get an error message and PS crashes.

    I'm using CS4 64bit Photoshop on Windows 7 - if thats of any importance.

    I'm super thankful for ANY suggestion, help or advice.

  3. #23

    Default Re: DDSConverter & Texture Discussion Thread

    use the newest Intel dds plugin, along with the modified plugin Kelstr posted in these forums.

    Alternatively, use Gimp with the DDS plugin, it works for all the DDS compression formats.

  4. #24
    Matmannen's Avatar Ordinarius
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    Default Re: DDSConverter & Texture Discussion Thread

    Quote Originally Posted by Dezztroy View Post
    That's not an option though if you're making new units and don't want to affect what the base game units look like. Unless I'm thinking about this the wrong way.
    What,no! Like all you need to do is give the rigid model a different name to the original and you will be good to go.

  5. #25

    Default Re: DDSConverter & Texture Discussion Thread

    Quote Originally Posted by P4ntz View Post
    In order to make certain unit variations work we need to be able to edit the material xml files manually and then load them into the packs via PFM. It seems currently that if a pack contains any .xml files it completely warps the units texture. For example there are hair colour tint variations that you can edit in those xml files, if i edit those, the texture breaks. Even if I load untouched completely vanilla material or xml files into the game through a pack those textures will break for those units. We are assuming that it is the PFM that is causing this currently as the files havent changed on the end of CA's extracted files to the best of my knowledge.
    Quote Originally Posted by Blaise90 View Post
    Also to support "@P4ntz" statement. I specifically used the materials files to create shaders which had similar effects as "ethereal units" for example: cairn wraiths. CA use these files as a type of "shaders" or to create sub skin variations for a specific "rigid model".

    However those units which were looked exactly as "Ethereals" pre-wood elf patch. After the new faction, they just glitched and get "dark grey shade".

    So "materials" or ".wsmodel" files got corrupted somehow via PFM.
    Quote Originally Posted by kelstr View Post
    Just to post my 2 cents... I worked with P4ntz on this... and I confirm as well that "material files" are somehow breaking... with PFM. If you create a blank mod... and import a vanilla material file... and test it... you get crazy results in game. So def problem with PFM. Would love to see this fixed so we can get back to modding
    Same problem here. I created a thread to ask for some help or at least an explanation as for why this isn't working ( http://www.twcenter.net/forums/showt...w-do-they-work ). I didn't consider the possibility that the problem might come from PFM to be honest.

    Quote Originally Posted by kelstr View Post
    I had my brother in law "who programs for a triple A video game company" edit the source code for the Intel Texture Works Plugin, so it now reads the Alpha channel for BC1 dds textures.
    There's an issue with the compressor used... what this means is if you save the file format as a BC1 "same as original" it will not include the Alpha channel... This is just the compressor used in ITW. My brother in law said if he has spare time he'll re-work it... so we can save in BC1 file formats that include the Alpha channel. In the mean time, we can now at least OPEN the BC1 file format and have the Alpha channel included... then save as a BC3 file format (what CA was using before).
    Turns out the BC1 file format is way more efficient... but the Alpha channel information isn't as high quality (easiest way to explain).... so it makes sense CA wanted to do the change, to increase the efficiency.

    Here's the link to the plugin... just replace the existing ITW Plugin you have installed. (Note, 32bit and 64bit included).
    http://www.mediafire.com/file/lk9d7l...TW-AlphaBC1.7z
    This sounds like a solution to the previously mentioned problem, although I don't understand much of it. Can you may be just explain where the old ITW Plugin is located and how to proceed once you replaced it by the new one to get custom MATERIAL-data to work? Also, since we got rid of the old plugin, could it potentially cause some problems or conflicts when editing other files that somehow depend on the old version? That would be really really nice! And sorry for my limited understanding of the matter, I only learned modding from the data themselves, no theoretical background really I'm afraid

  6. #26

    Default Re: DDSConverter & Texture Discussion Thread

    Still no one has an answer to this? :/

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