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  1. #1

    Default Putting A Reskinned Model Into The Game

    Hi there

    I need help quickly! I have finished retexturing a Line Infantry unit from Empire. I used the Pack File Manager to get the diffuse file for a British Line Infantryman (euro_line_infantry_britain_diffuse.dds). I made the modifications I wanted and now I need to know how to get it back into the game to actually play with.

    So far, I just have the edited file saved to my desktop in the .dds format. How do I put this back into the .pack file?

    Something else I need help with. This isn't as big a priority as the first one but if you could help me on this aswell I would be thankful. So, the British Line Infantry have red waistcoats which makes no sense and isn't accurate. I'm aware that the gloss file splashes faction colours onto the skin (hence why the British Infantry coat is white, I imagine) so is there anyway I could stop it 'splashing' red onto the waistcoat section of the file? And also, how would I be able to get both these retextured files into the .pack file to use ingame?

    Thanks for replies that help me, you will get my eternal thanks (and Rep ). Please help someone who wishes to contribute to this community!

    Regards,
    The Gallant Forty-Twa

  2. #2

    Default Re: Putting A Reskinned Model Into The Game

    Sorry, is it normal for a reply to not be as quick as on the General Discussion forum?

    Apologies if it is, but I'm a rather impatient person so if someone could tell me the rough time it takes for a reply on this particular board it would help me alot.

    Thanks!

  3. #3

    Default Re: Putting A Reskinned Model Into The Game

    Your asking alot of questions late at night mate
    Luckily for you, I never sleep
    The first is a very detailed process, so I advise you check this tutorial for an answer.
    As for the second, open up the alpha channel of the gloss map. Anything coloured white gets 'splashed', anything black doesnt.
    Hope this helps
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  4. #4

    Default Re: Putting A Reskinned Model Into The Game

    Haha yeah suppose I am!

    Might as well clear up all my problems at once instead of spamming threads tho

    Thanks for the link. As you mentioned, its late at night and since its a complicated process I shall come back to it tomorrow.

    Thanks for your reply, I have literally been refreshing the page frantically - I'm that desperate!

    Regards,
    The Gallant Forty-Twa

  5. #5

    Default Re: Putting A Reskinned Model Into The Game

    And if your interested in even more skinning, send me a pm - We at CiC are always looking for skinners
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  6. #6

    Default Re: Putting A Reskinned Model Into The Game

    Thanks for the offer TopCat. I've always been keen on getting into skinning I just needed people to actually step me through it at first so I could do it in the first place! Once I know how to get a unit skin, retexture it and load it back into a .pack file then I can focus on improving the quality of my skins. Its something I've always wanted to do!

    Regards,
    The Gallant Forty-Twa

  7. #7
    ♔Sir Digby Chicken Caesar♔'s Avatar Wyrd biõ ful ãræd
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    Default Re: Putting A Reskinned Model Into The Game

    An easy way to get them into game if yr not used to PFM is to use a patch already made.Then just right click each file in packfilemanager and replace with yours 'diffuse - gloss - normal'.

    If there are more files then u need in the patch yr useing just delete.
    Most of my skin patches are only 3 files so d/l one and just replace files

    Hope this helps.

    In the alpha channel for the gloss yr'll see the waistcoat is white,colour it black and save and it will stay white.

    Hope u understand all this, It's late and I need me bed

  8. #8

    Default Re: Putting A Reskinned Model Into The Game

    Quote Originally Posted by Sir Digby Chicken Caesar # View Post
    An easy way to get them into game if yr not used to PFM is to use a patch already made.Then just right click each file in packfilemanager and replace with yours 'diffuse - gloss - normal'.

    If there are more files then u need in the patch yr useing just delete.
    Most of my skin patches are only 3 files so d/l one and just replace files

    Hope this helps.

    In the alpha channel for the gloss yr'll see the waistcoat is white,colour it black and save and it will stay white.

    Hope u understand all this, It's late and I need me bed
    I wouldnt advise doing this - if your not careful you could end up doing it in patch.pack and ruin everything! Bear with me, I'll write a full tutorial in a minute
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  9. #9

    Default Re: Putting A Reskinned Model Into The Game

    Ok I managed to replace the two files.

    I replaced the Line Infantry Britain Diffuse and the Euro Line Infantry Gloss Map files with the two I extracted before. I only edited the diffuse file however, but replaced the gloss one all the same (essentially replacing something with itself). I saved it as models.pack into the data folder but now Empire won't run. It gets to the blue/black screen with the Empire text and all the copyright stuff then reverts back to the desktop. No error message. It just stops.

    Any solutions?

  10. #10

    Default Re: Putting A Reskinned Model Into The Game

    Ive just stolen this from two other tutorials, so rep Jinarik and Torque not me!
    BTW, this is the most comprehensive tutorial for adding units, it cant lead you astray! The full tutorial can be found here
    Hope this helps!
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Jinarik View Post
    First and foremost, you will need DBEditor itself, the latest version can be found[/COLOR] HERE.

    Secondly, you will need Pack File Manager 1.12 (referred to as PFM 1.12 from here on out), the latest version of which may be found
    HERE[COLOR=Black].


    Creating a New Unit and Modding an Existing One

    Our goals for this tutorial:[/FONT]
    1. Create a new Line Infantry unit, Swiss Line that will be a limited recruitment Line Infantry unit, recruitable only in Europe.
    2.Mod the Ottomans Nizam I Cedit Infantry to be a larger unit with slightly weaker stats.
    Step 1: Creating My_Mod.pack and the Necessary Tables

    Firstly, open up DBEditor, then open the Navigator Bar and select the
    \units table.
    Spoiler Alert, click show to read: 


    Now go to
    File --> New units_tables Table and click on it.
    Spoiler Alert, click show to read: 

    Enter "My_units" as the Table name, and select the New pack file radio button, entering "My_Mod.pack" as the new .pack file name.
    Spoiler Alert, click show to read: 

    Click OK.

    Now use the Navigator Bar to go to
    \unit_stats_land (6 tables up from \units).

    File --> New unit_stats_land_tables Table.

    Enter "My_unit_stats_land" as the new table name. This time, however, since My_Mod.pack has been created, make sure the Existing pack file radio button is selected, and select "My_Mod.pack" from the list below.
    Spoiler Alert, click show to read: 

    Click OK

    Repeat for:
    \unit_to_unit_abilities_junctions, using "My_unit_to_unit_abilities_junctions" for the new table name.
    \units_to_groupings_military_permissions; using "My_units_to_groupings_military_permissions" for the new table name.
    \building_units_allowed; using "My_building_units_allowed" for the new table name.
    Putting each in the Existing pack: "My_Mod.pack".


    Step 2: Modding an Existing Unit

    Now that My_Mod.pack has been created, and contains the necessary tables to do what we want, it is time to actually put something in those tables.

    Let's start off with modding the Nizam I Cedit Infantry, since that is a simple operation involving only 1 of the newly created tables, and it will introduce the basic concepts that are needed for later.

    Navigate to
    \units_stats_land, not \My_unit_stats_land. Scroll down until you find "nizam_I_cedit_infantry", it will be in the first column which is highlighted in yellow. Now, click on the cell-looking-thing next to the Unit cell (one of the buttons boxed in RED in the below picture), this will select the entire row.
    Spoiler Alert, click show to read: 

    Once done, go to Edit --> Copy.
    Spoiler Alert, click show to read: 

    Navigate to the BOLD \My_units_stat_land table. It will be empty. Highlight the row with the asterisk (*) the same way we selected the
    "nizam_I_cedit_infantry" row in the other table. Then, go to Edit --> Paste.
    Spoiler Alert, click show to read: 

    Once done your \My_unit_stats_land table should look like this:
    Spoiler Alert, click show to read: 

    Now Save, don't worry about the
    "12_lber_howitzer" entry, it will remain on screen, but will not save. You can delete the row if you wish by selecting the row and hitting the <Delete> key. Once saved, the new line will no longer be highlighted in GREEN.

    Now to mod the unit proper, since the whole Ottoman philosophy is generally "quantity before quality", we are going to change the number in the
    "Size" column from 160 to 200. Now to offset the upset balance of a bigger unit, we should change their stats. Scroll over until you see the "Accuracy" column, let's reduce this from 40 to 35. The "Reloading Skill" column should be right next door, let's change it from 35 to 25. Finally let's find the "Morale" column and reduce it from 9 to 8.

    You'll notice how after you modify a cell and then select another cell, the previous cell will highlight RED, a cool feature indicating a cell has be changed from it's original value.

    Once everything we care to mod has be modded, Save.

    Congratulations! You have now created a simple mod, at this point you can close DBEditor and load up My_Mod.pack if you wish to see your changes in action!



    Step 3: Creating a New Unit

    Now that the Nizam's have modded, let's get on to the Swiss Line. Remember all those other tables we created? Well now it's time to fill them.

    Since DBEditor takes a relational approach to displaying and editing information, we first need to create an entry in \My_units. Navigate to
    \units (NOT \My_units) and find the "euro_line_infantry" row, select and copy it to the \My_units table like we did for the Nizam's in \My_unit_stats_land. Your \My_units table should now look something like this:
    Spoiler Alert, click show to read: 

    Save, and let's get down to business. The first step is to create a new Unit_ID, let's go with "swiss_line", next we'll modify the Screen_Name to
    "Swiss Mercenaries". Category and Class are fine, fiddle with Costs and Turns_to_Build if you want. The next thing we want to do is give them a new Recruitment Icon, scroll over to the "unknown5" column, change the entry from and "euro_line_infantry" to "Euro_Superior_Line_Infantry", this will give them the same Recruitment Icon as the Coldstream Guards, and make spotting them in the Recruitment roster easier. Finally, lets limit their recruitment to 3 regiments per faction, scroll over to the "Unit_Limit" column and change the entry from 0 to 3.

    Save the Table!

    Next up will be to create an entry in \My_unit_stats_land, navigate to
    \unit_stats_land (again NOT \My_unit_stats_land), find the "euro_line_infantry" row and copy it over to \My_unit_stats_land. Here's where we begin to see the genius of DBEditor. Once pasted and saved, notice how the "Unit" column is not directly editable, instead we see an arrow on the right side of the cell that opens up a drop-down menu of every unique Unit_ID in every \units table (including the one we created).

    Aside on Drop-Down Menus
    Spoiler Alert, click show to read: 
    This approach not only helps keep errors to a minimum by entering the data for you, but also allows you to see what you options are, for instance, the "Horse_1" column will open up to show you that you can have Black horses, or White horses, or Grey etc. allowing modders to pick what they want without having to scroll through the tables to see what is available.

    Click the arrow, then scroll the drop-down menu to the bottom to find our Unit_ID entry,
    "swiss_line", click on it, and the entry in the "Unit" column will change to "swiss_line". Now let's fiddle with the units stats. Since this is a semi-elite unit, lets increase their "Size" from 160 to 200, also lets give them a different model, say the Republican Guard model, so change the "Model Name" column entry from "euroline" to "euro_republican_guard". We should increase their "Accuracy" from 40 to 45, and their "Reloading Skill" from 25 to 35. Since the Swiss are the stereotypical Pike users let's give them an advantage in melee as well. Say "Melee Skill" from 6 to 10, "Charge Bonus" from 9 to 11, and "Defense Skill" from 10 to 12. Finally, lets change the "Training" column entry from "trained" to "well_trained" (this will give us a more disciplined formation) and the "Morale" column entry from 7 to 10.

    Your \My_unit_stats_land table should now look something like:
    Spoiler Alert, click show to read: 

    Save the Table!

    A Quick Aside on the Aggregate Tables
    Spoiler Alert, click show to read: 
    Since we have added and changed a few things in
    Spoiler Alert, click show to read: 
    \unit_stats_land, now would be a good time to talk about the Aggregate view (the entries in the Navigator Bar that are Grayed out and underlined.) Select the "\unit_stats_land_tables" underlined entry. What you will see is an un-editable table that shows the user what Empire Total War is going to theoretically load. Most of the entries are highlighted GRAY, but if we scroll down to find row "nizam_I_cedit_infantry", you'll notice that the "Size" column entry is highlighted RED, indicating it has been overwritten by a non-standard table (in this case ours), scrolling to the right will reveal that ALL changed entries are highlighted RED. Hovering the mouse over any of the RED entries will bring up a tooltip containing the entry's original value. This is a very cool feature, allowing the modder to see all their changes, and potentially much much more.
    **Quirk 5
    **Quirk 6

    Now that the unit exists, it is time to grant it some abilities. Navigate over to the
    \unit_to_unit_abilities_junctions table (again NOT \My_unit_to_unit_abilities_junctions), find the "euro_line_infantry" rows, select them all (by selecting the first row, then holding the <SHIFT> key and selecting the last row) then copy and paste them into \My_unit_to_unit_abilities_junctions (don't worry that when you paste you only have the one asterisked line selected, DBEditor will automatically create all 5 lines for you). Using the drop-down menus in the "Unit_IDRef" column, set all the new entries from "euro_line_infantry" to "swiss_line" (Remember, our entry is at the very bottom of the list). Once finished your \My_unit_to_unit_abilities_junctions should look like:
    Spoiler Alert, click show to read: 

    Save the table!

    Our new Swiss unit is really taking shape, it now exists and has abilities, next up is to set which faction groups will be able to recruit our new unit. Navigate to the \My_units_to_groupings_military_permissions table (yes OUR table NOT the CA one). It's time we graduated from crawling to walking, so we are going to mod this table without Copy and Paste. The first thing to do is open up the "Unit_IDRef" drop-down menu on the asterisked line, and locate
    "swiss_line" at the bottom, select the entry. Instantly a new row will be created in the table above the asterisked line with "swiss_line" as the "Unit_IDRef" column entry.
    Now we should edit the group, since our Swiss Infantry unit is meant to be European only, the first group entry should be the Austria group (containing Austria, their version of rebels, Hungary, Bavaria, Westphalia, and maybe others, look at the
    \factions table, Military Group Column to find out which faction belongs to which group), so open the "Military Group" drop-down menu and select "austria_group". Now that we know how to create new rows on our own, go ahead and create additional entries for
    "france_group",
    "great_britain_group",
    "prussia_group",
    "russia_poland_group",
    "spain_group",
    "sweden_denmark_group",
    "united_provinces_group", and
    "venice_group".

    This will allow all European factions, even minor ones, to recruit our unit. Once done, the table should look like this:
    Spoiler Alert, click show to read: 

    Save the Table!

    So, now we have our unit, it exists, has abilities, and can be selected in custom battles by the faction groups we assigned it to. We are nearly done! Only 2 more tasks to go, making our unit buildable in the campaign, and putting it in localisation.loc so it has a screen name and doesn't crash battles .

    Seeing as making the unit buildable is also done in the DBEditor, we'll navigate over to the last table we added: \My_building_units_allowed. Just like in the last table (\My_units_to_groupings_military_permissions), open up the "Unit" column (the second column) drop-down menu and select
    "swiss_line" at the bottom, creating a new line. This time around, we have 2 columns without drop-down menus, "Experience" and "Unknown", but when the new line is created DBEditor automatically fills them with a default value. This doesn't always happen, since not every entry in a row needs a value, but DBEditor is smart enough to know which is which. Anyway, back to modding. Now that we have a new line, we need to set the "Building_IDRef" to a building that we want to create our unit, since our unit is better than a standard Line Infantry unit, we should limit the Barracks that can recruit our unit to higher level ones than normal, let's say, Military Academy and above. So we are going to need 6 lines with "swiss_line" in the Unit column, one each for the "Building_IDRef" values:
    "military_academy",
    "army_board",
    "army_staff_college",
    "prest_france_arc_de_triomphe",
    "prest_poland_akademia", and
    "prest_prussia_brandenburg_gate"

    The Unique barracks are because we do not want the Prussian, French, and Polish (or anyone who has conquered them ) to not be able to produce our unit once the unique barracks are built. Once all that has been entered, your \My_building_units_allowed should like like so:
    Spoiler Alert, click show to read: 

    Save the Table! And we are done with DBEditor!

    Step 4: Giving Our Unit a Screen Name

    Well, let's take a breather, shall we? So, so far we've created a new unit, made it selectable and made it buildable. So what else is there to do? Well, if you go ahead and load the mod, and load up the custom battle Army screen, you'll see our unit (with the Coldstream Guard Icon) in the middle of the Infantry line-up, however, it doesn't seem to have a name. Like so:
    Spoiler Alert, click show to read: 

    So, how exactly do we give our unit a Screen Name (and keep our unit from crashing the game!)?

    We need to open up "patch_en.pack" in PFM 1.12. The first thing we should do upon loading it is to do a Save As... "My_Mod_en.pack". This ensures we do not modify or corrupt a necessary game patch. We are only interested in text\localisation.loc, so feel free to delete the font folder, and ui.loc in the file structure window on the left of the program AFTER saving as a new pack file (otherwise you modify a CA file and kill your game). Select localisation.loc, the .loc editor will open it up on the right side of the program. Usually it opens it up in a messy order, so go ahead and click on the bar at the top labeled Well, this is where Pack File Manager 1.12 comes in. Since we have done everything needed in DBEditor, let's go ahead and close the program. Now, we need to load up PFM 1.12.
    "Tag" to sort the list so we can find what we need. Once sorted find the entry "units_on_screen_name_euro_line_infantry", once found select the whole row just like in DBEditor, and up at the top click the "Clone Current Row" button. Generally it adds the entry at the end of the table (which is why your view automatically went there), but since we did a sort, it is instead back where "units_on_screen_name_euro_line_infantry" was. So, scroll back up until you find it. There will be 2, so pick whichever entry you wish and change "units_on_screen_name_euro_line_infantry" to "units_on_screen_name_swiss_line". Hit enter, and the entry will be re-sorted into the list, so, go track that sucker down ("units_on_screen_name_swiss_line") and modify the second column's entry from "Line Infantry" to "Swiss Mercenaries" (sounds cooler than Swiss Line Infantry).

    Once the entry is done, use the left window to select the 'text' folder, wait a second and localisation.loc will change to
    Itallic Red, indicating it has been changed, now go to
    Choose a
    Pack Action --> Change Pack Type --> Movie.

    Save, and you are done!

    Now load up My_Mod.pack again (no need to load My_Mod_en.pack, Movie .pack files are loaded by the game automatically) and viola! We have a working unit!

    Spoiler Alert, click show to read: 

    Congratulations, you now know the basics of both using the DBEditor and new PFM in conjunction, and the basics of modding!

    Credits:
    LtChambers - DBEditor
    LtChambers - Pack File Manager
    LtChambers - Mod Manager
    juniroxors - Sample Mod Pack
    HellFell - for the unit creating breakthrough
    The Phenom - for various unit creating tutorials
    MrThib - adding textures to custom units
    warmachine - unit texturing info
    waronmars - unit texturing info
    Tharros - AOR unit tutorial
    Torque - for the original Adding a New Unit complete guide.
    Quote Originally Posted by Torque View Post
    [/LIST]STEP 3. Create the texture of an unit (also "how to change the texture of an unit")

    1. Note: for advanced photoshop tips try looking in this thread, in this thread, and in this thread.
    2. Decide which unit would you like to retexture. Make some research, use google images or other sources to find out the details.
    3. Check first if the unit you'd like to reskin has been modded and posted here.
    4. If you don't have the nvidia photoshop plugin installed, download it first from here:
      http://developer.nvidia.com/object/p...s_plugins.html
    5. Open up the models.pack file. Go to unitmodels/textures and find the texture(s) you'd like to modify. Select it, right click and choose "Extract selected".
    6. Open the extracted texture file with photoshop. There are usually 3 files for each unit, a normal, a gloss and a diffuse.
      euro_militia_infantry_france_normal.dds
      euro_militia_infantry_france_gloss.dds
      euro_militia_infantry_france_diffuse.dds

      Open the last one (diffuse), don't bother yourself with the other 2 for now. As you can see, each file contains 4 faces and 2 sets of bodies, which the computer randomly generates the units from.
      Spoiler Alert, click show to read: 

      The gloss map tells the game where to splash the factions colour on the texture. Here is the one for light infantry:
      Spoiler Alert, click show to read: 

      If you would like to make changes on the texture covered by the gloss areas, here's what you have to do: rename and use another gloss map which doesnt paint those areas in the faction colour, but has the same tunic layout (for example the euro_artillery_gloss_map.dds). Or paint the whole image black (by switching on the alpha channel first). Or just use a blank picture and save it as the gloss map of that unit.
    7. Repaint/redraw the image as you wish.
    8. Regarding editing the gloss map

    9. Save the new dds file on the same name as the original file with the following settings:
      DDS SETTINGS
      DXT5 ARGB 8 bpp | interpolated alpha
      Generate MIP maps checked
    10. Repack the modified file by opening my_pack.pack, selecting "my_pack.pack" --> right click --> add file(s) --> select the modified textures (warning again: they should have the same names as the original files) --> save my_pack.pack.
    STEP 4. Add texture to a newly created custom unit (based on MrThibs detailed tutorial here

    • Open my_pack.pack and go to unit_stats_land_tables, locate the row of your custom unit and change its model name (8th column) to a custom model name.
    • Import warscape_animated_lod_tables from patch.pack to your custom pack.This file looks like this
      Spoiler Alert, click show to read: 
    • The first column is the line ID, a random number. If you make a new row for your custom unit, just add another random number here.
    • The second Column is the path to the 3D mesh (it use the same folder structure path than all the other packed files). Each 3D model comes with four meshes (perhaps not all of them, should be confirmed) that, in my understanding, are relatives to details and graphical options (the weight differences). This is where we’ll be able to add custom 3D meshes when we’ll be able to work with them.
    • The third Column must be affecting graphical settings, it's not entirely known yet. It’s associated with the different meshes. (for now just copying the actual settings of similar models is the safest way to go).
    • The last Column is the model name found in the other db files (the name of your custom unit).
    • So, knowing this, adding my entries is not hard at all (use the filters function to looks through default files to copy what you need):
      Spoiler Alert, click show to read: 
    • Copy the path to the meshes from the default file.
    • Now, you need to link the texture you want to use with your model, this information is located in the warscape_animated_tables. Import it from patch.pack. This tab is quite clear, the first column is the unit name, the second column is the path, the third column (category) should be left as it is. So clone a similar row and fill in the proper data.
    • Now you just have to add your textures to the pack. Be warned that the unit names you gave in the files and the texture file names have to match. For example if your unit name is "bloody_pirates", your texture should be named "bloody_pirates_diffuse.dds". etc.
    • Save your work and enjoy.
    Last edited by T.C.; December 17, 2009 at 12:26 PM.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  11. #11

    Default Re: Putting A Reskinned Model Into The Game

    Hey TopCat

    Thanks for that stuff you posted.

    I however already followed what the previous poster stated. I replaced the two vanilla files with my edited files (well, the gloss one wasn't edited) and saved it as models.pack. However, Empire won't run now.

    Any help?

    Also, with regards to your tutorials you pasted in. It says, on the texture bit, to save it in my_pack.pack but I don't have such a .pack file! Can you help me?

    Thanks for your ongoing support.

  12. #12

    Default Re: Putting A Reskinned Model Into The Game

    Quote Originally Posted by Sir Digby Chicken Caesar # View Post
    An easy way to get them into game if yr not used to PFM is to use a patch already made.Then just right click each file in packfilemanager and replace with yours 'diffuse - gloss - normal'.

    If there are more files then u need in the patch yr useing just delete.
    Most of my skin patches are only 3 files so d/l one and just replace files

    Hope this helps.

    In the alpha channel for the gloss yr'll see the waistcoat is white,colour it black and save and it will stay white.

    Hope u understand all this, It's late and I need me bed
    Quote Originally Posted by The Gallant Forty-Twa View Post
    Hey TopCat

    Thanks for that stuff you posted.

    I however already followed what the previous poster stated. I replaced the two vanilla files with my edited files (well, the gloss one wasn't edited) and saved it as models.pack. However, Empire won't run now.

    Any help?

    Also, with regards to your tutorials you pasted in. It says, on the texture bit, to save it in my_pack.pack but I don't have such a .pack file! Can you help me?

    Thanks for your ongoing support.
    my_pack.pack is an example.
    Follow the first tutorial from the start and make your own mod pack (calling it whatever you want) then add the texture as it says - you shouldnt be putting skins in there, it can really mess up the game!
    Chances are its crashing because the skin and texture arent linked right, but that is all explained in the tutuorial
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

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  13. #13

    Default Re: Putting A Reskinned Model Into The Game

    Ah ok then! Thanks for all your help TC. I would rep you again but it won't allow me!

    Seeing as I already edited files in the models.pack should I just re-install Empire to clear it all out again?

  14. #14

    Default Re: Putting A Reskinned Model Into The Game

    Quote Originally Posted by The Gallant Forty-Twa View Post
    Ah ok then! Thanks for all your help TC. I would rep you again but it won't allow me!

    Seeing as I already edited files in the models.pack should I just re-install Empire to clear it all out again?
    If it cant be avoided, yes.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  15. #15
    ♔Sir Digby Chicken Caesar♔'s Avatar Wyrd biõ ful ãræd
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    Default Re: Putting A Reskinned Model Into The Game

    Quote Originally Posted by The Gallant Forty-Twa View Post
    Ah ok then! Thanks for all your help TC. I would rep you again but it won't allow me!

    Seeing as I already edited files in the models.pack should I just re-install Empire to clear it all out again?
    I didn't sy edit the models.pack I said edit one of my skin packs from my thread Never a good idea editing any of the games files ...

    Hope it's all ok now lol

  16. #16

    Default Re: Putting A Reskinned Model Into The Game

    OK then no worries. I have the retail copy so I won't need to go through a hideous download!

    Thanks again for all your help.

    Regards,
    The Gallant Forty-Twa

  17. #17

    Default Re: Putting A Reskinned Model Into The Game

    Haha noob mistake lol

    Yeah, I just re-installed the game so I can start afresh =)

  18. #18
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Putting A Reskinned Model Into The Game

    If you want to reskin a unit, can you just edit the diffuse dds or do you have to edit the gloss dds too?
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  19. #19

    Default Re: Putting A Reskinned Model Into The Game

    "Now, you need to link the texture you want to use with your model, this information is located in the warscape_animated_tables. Import it from patch.pack. This tab is quite clear, the first column is the unit name, the second column is the path, the third column (category) should be left as it is. So clone a similar row and fill in the proper data."

    I must be stupid, what is the path I need to add? I've added my textures straight into the pack file itself, am I supposed to make Units/Textures folders in my pack so I can point to them in the warscape_animated? Or do I just put my units name seeing as its in the main pack area? Thanks in advance

  20. #20

    Default Re: Putting A Reskinned Model Into The Game

    you can just put them into your data directory (if they are for your own use). No need to pack them. Just put them in new folders called Unitmodels/Textures/
    You can then pack them into a pack file if you want, where they will have this path.


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