Some of 1st post has now been superseded by advances in world modification tools including release of the IWTE editor. This post is to explain to those who are already using new textures for individual settlements how to fix issue with old texture appearing for walls / gates or towers whilst they are in their animation phase.
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The building textures used for static parts of buildings is listed per structure in the .world file, the .world file also specifies which animation set is used for transitions between object damage states. The animations folders contain, .anim .evt and .mesh files. The .mesh files specify which texture is used. Currently (and this isn't AFAIK being worked on) it's not possible to view or alter the structure used in the mesh file, but you can quite easily hex edit the texture name to make them use a different texture.
To set up a 'new' animation to use a different texture for a particular .world first convert the relevant .world file to text using either IWTE or Knight Errant's world editor. Search the text file for 'anim' to find the animstrings section:
It will look a bit like the above, find the relevant animation section in this case I'm changing the wall animation from looking in
BlockSet/North_European/Animations/Wall_Animations/castle_Large_Stone_Wall/
to look in
BlockSet/North_European/Animations/Wall_Animations/zastle_Large_Stone_Wall/
you can make names and paths anything you want - but it's a lot simpler if you KEEP THE PATH LENGTH THE SAME...... Convert your text file back to binary with the same tool you used to extract it, rename the resulting .world file so it's read in place of the previous one.
copy entire
/Castle_Large_Stone_Wall/ folder and name the copy
zastle_Large_Stone_Wall
or whatever you put in the string
go into your copied folder and ammend all the
.mesh files with a hex editor
do this by searching for the text string 'texture' and changing the name of the texture it's looking for to your new texture - again it's advisable to KEEP THE PATH LENGTH THE SAME - I've not experimented with changing it, it's probably possible if you encode the correct path length before the string but much easier not to. Change the name of the normal.texture too if you need that to use new normal.
For my experiment I made a pink version of the existing texture and called it zalls_castle_large_stone.texture. Here you can see the original texture in use while the wall is using the static object model, and appearing pretty in pink whilst in the animation transition phase:
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