Forget, I need to find somebody to do this for me, which you mind?
I want to make the Russian jeagers wear top hats and grenadiers Danish Bearskins.
Also, I can't change Russian musketeer soldiers' kiwers to Prussian shakos, which are used by the pre-order DLC units. Any help?
Last edited by EmperorBatman999; April 07, 2010 at 04:16 PM.
Author of Foreign Legions mod 7.0,EB's NTW Total Music, Knights of St. John mod, The Wardrobe of 1805 mod
!Under Proud Patronage of Gunny!
Updated to 1.5.5. Once again, I believe I solved (or rather worked around) the Out of Memory exception. I'm hoping this will be the last update for a while so I can work on the other tools.
Muchous gracias......... (many thanks)
alas Erasmus, again 1.5.5 does not keep changes once saved.
Like a former version I guess it was 1.5.3 but I am not sure, same error but this time after much more time
"In hostem celerrime volant"
- Voloire -
Last edited by erasmus777; April 09, 2010 at 10:48 AM.
Ok Erasmus I will keep you up to date about it
thanks again for your work
maxsim
"In hostem celerrime volant"
- Voloire -
As i asked before, iam trying to put the german militia coat to some french units, like the fussiliers and the guard, how can i do that is there a way that i can possibly do that, cause iam trying to iam changing the mesh and the texture from the variant file of the french fusiliers and NO result, the mesh of the coat enters succesfully but the texture is a mess an mixture of the french dds texture file.
Is there a way that i can possibly add this or it is not possible to add parts from other faction to another faction like the coat to the french?
Thanks in advance
MACEDONIA ETERNAL GREEK KINGDOM
Have you worked through this yet? http://www.twcenter.net/forums/showthread.php?t=347507
Yes but to be honest i couldnt find the solution i was looking for
Iam experimenting with what i can do and i found the following.
As i was searching on what to do, i came across some very interesting facts, i put in the variant file the path for the german coat, and i put in the atlas the path, BUT i see that those paths are useful ONLY for the coordinance values cause from there you can modify and specify what texture is going to be used, so the game do NOT uses texture files from other factions to other factions
MACEDONIA ETERNAL GREEK KINGDOM
The tutorial covers what you want. You'll name your .unit_variant "custom_myunit.unit_variant". Create a "custom_diffuse.dds" with your german coat on it. "custom_diffuse.atlas" with the coat's coordinates, etc. Just make sure that everything your unit needs is on the same texture and atlas.
Yes but where am i going figure out from that whole value, "myunit_unit_variant" witch is going to be used for soldier for officer etc, cause at the uniforms table, there is only the name of the file in general but in the variant there is a file for the soldier for the berear etc
MACEDONIA ETERNAL GREEK KINGDOM
The .atlas identifies the location of the textures.
1) custom_diffuse.dds <--this has all your textures on it for soldiers, officers, etc
2) custom_diffuse.atlas <--this identifies where the textures are located on the texture
3) custom_myunit.solder.unit_variant, custom_myunit.officer.unit_variant, etc assigns the textures and meshes to the soldier, the officer, etc.
4) uniform table entry: custom_myunit | faction | custom_myunit | myunit
Does that help?
i will try it allthough my head right now burns having made unsuccessful tests for the last 4 hours
I had managed to replace the coat texture of the french fusiliers with the texture of the german coat that i want with photoshop, then i was able to add new values to the atlas files as to read what have i done, BUT HERE IS THE PROBLEM THAT I FACE, although i replaced the texture the COLOURS of the previous uniform texture are still there, although at the colour atlas file that i added and to all of the other atlas french files i have inserted the value 0 , except from the diffuse .atlas file that it is the path of the texture. but i dont know why the game still reads the colours even though i have put to the others the value zero, strange
Last edited by Megasalexandros; April 09, 2010 at 11:17 PM.
MACEDONIA ETERNAL GREEK KINGDOM
I had managed to replace the coat texture of the with the texture that i want with photoshop
where exactly do you put your texture in the dds files of france (I guess you already did so, but I advice you must open the german coat in unitparts the single texture each fours, colour_mask, diffuse, gloss_map and normal and paste in france_diffuse.dds france_colour_mask.dds and france_gloss.dds france_normal.dds) I used to swap texture pieces, so if I wanted french fusiliers coat swapped with german coat I will paste this last exactly over the french fusiliers coat, in each of the four .dds files for france.
although i replaced the texture the COLOURS of the previous uniform texture are still there, are you sure you edited in photoshop (or what program you use) the alpha channels? and have you merged layers?
although at the colour atlas file that i added and to all of the other atlas french files i have inserted the value 0 this last sentence I do not understand at all, you mean the .atlas files or .dds files in atlas directory? what means inserted the value 0 it looks like you put in hexeditor all 0 values for those bodyparts, or you mean in uniform_to_faction_colours table?
using PFM developed by Erasmus, you should copy/paste from a unit_variant (a german one that owns german coat) both entries for mesh and textures in all the unit_variant of french fusiliers. then swap french fusiliers coat with german coat strings (both two, the ones shorter and the one longer which ends with .dds), this with copy/paste from german atlas into france atlas (each fours!!!!!!), then look for coordinates (check top right box as toggle coordinates as pixel) take note of them and copy and paste german coat textures (each fours from unitparts directory) into the exact coordinates of french dds in atlas directory. take care with alpha channel and layers
if you liked it, you can post your current mod as it is and I can see what is wrong in it.
cheers
9
Last edited by maxsim666; April 10, 2010 at 08:04 AM.
"In hostem celerrime volant"
- Voloire -
Let me be more precise, after many experimentations i did the following cause it was the only thing i could make it work, 1rstly the only thing i did was to change with PFM the variant file of the french fussilier TORSO MESH so that it reads the one from the german militia, i then changed the portion of the texture france.dds with photoshop and replaced the fusilier french coat with the the texture of the German militia coat, then in the colour mask i painted that whole area BLACK so that no colours will interfere with the colour of the militia german coat "i painted dark blue" and i WAS SUCCESFULL ,so my problem is that the french fussilier coat was used by MANY french units and i must change from all those units the variant torso mesh so that they may appear properly, and i found the solution, i will give them the banner bearer coat.
I wonder if there is another way to do it, for example to use an EMPTY area of the France.dds file, but i DONT KNOW how to give the exact coordinates , how can i know witch coordinates are the correct ones for a specific portion of the diffuse.dds file?
MACEDONIA ETERNAL GREEK KINGDOM
Both GIMP and PS show the coordinates. Look at the lower left-hand corner of this shot of GIMP.
Spoiler Alert, click show to read:
You'll notice those numbers correspond to the rulers in the top and left margin. Also, use the grid tool in PFM. Open your pack. Right-click and extract your .atlas. Single click on your .dds. Click "Load Grid". Load the extracted .atlas. You can then export the grid and open it as a layer on your .dds in your image editor. It will make it easier to see where things are.
Am still getting memory crashes too, erasmus Both in variant and Atlas it seems, just dont dawdle too long over any changes you make
Manage to get around by frequent saving.
Nice new touches, grid etc.
Can you allow cloning of atlas rows like other db? ...rather than solely adding new entry at end of atlas.
Be good to be able to insert new entry between 2 existing ones.
Questions:
Are X1(PU) Y1(PU) not displaying wrong coords?
e.g.
VariantModels/UnitParts/Euro/Torsos/British/Drummer_Coat_2/texture_diffuse.dds
X1(PU) 512 Y1(PU) 512 these are the coordinates of the
last pixel of the very first texture
not the
first pixel of this texture which is actually 513,513
First texture start 0,0 and ends 512,512
2nd texture in 2nd row starts 513,513 and ends 1024,1024
according to gimp coordates at least.