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Thread: Adding new textured items without replacing the original texture

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    Default Adding new textured items without replacing the original texture

    This is a tutorial to explain how to create a new armor, helmet, clothing, you name it, with a new texture that does not replace the original one. In other words you can create a quilted linothorax based on the carthaginian linothorax texture/model, but it won't replace that Carthaginian one. There may or may not be other variables within the rigid model via the hex editor, I have a hunch there is with regards to the shine/specularity of an item but I don't know how to change it right now.

    Programs you'll need:

    1) A Hex Editor. I use http://mh-nexus.de/en/hxd/
    2) RTW2 (Duh)
    3) Pack File Manager


    Process:

    1) Find the rigid_model v2 you want to work from. Most are in Models_Rome2.pack, some are in Models.pack Within the subdirectory of variant meshes < variant models < man < then armour or helmet or whathaveyou.

    In our example, I am using eastern_scale from the models.pack: http://i.imgur.com/AgbsHx2.png

    2) Also export the textures that armor uses of course. If you need a UV map blueprint there is a rough method whereby you use the program described here http://www.twcenter.net/forums/showt...-exporter-ms3d then pull up the rigid model, screencap (print screen) the UV map, post it into photoshop and then crop away everything but the square surrounding the UV map lines and position it over your texture until you get a ballpark idea. Or buy the program and use its export uv map function.

    3) Open up your rigid model in the hex editor.

    What you are looking for are the sections where they list each texture used by the model. It will happen 3-4 times for each LOD. In the case of eastern scale, we're looking at: http://i.imgur.com/LRvp6Xw.png

    variantmeshes/_variantmodels/man/armour/tex/eastern_scale_diffuse.dds
    variantmeshes/_variantmodels/man/armour/tex/eastern_scale_normal.dds
    variantmeshes/_variantmodels/man/armour/tex/eastern_scale_specular.dds
    variantmeshes/_variantmodels/man/armour/tex/test_mask.dds
    variantmeshes/_variantmodels/man/armour/tex/eastern_scale_gloss_map.dds

    There's sometimes another texture entry called variantmeshes/_variantmodels/man/armour/tex/test_black.dds - that seems to pertain to the overlay of dings, scratches and rough spots (Or dirt). For instance carthaginian linothoraxes seem to have it and Roman mail does, but Eastern mail or Celtic mail does not nor do other Linothoraxes.

    Spoiler Alert, click show to read: 

    Diffuse dictates the original texture, the one with all the color and bells and whistles.
    Normal is self explanatory, it's the normalmap. Bumps and such.
    test_mask covers the mask texture. That dictates the RGB colorizing in the Rome 2 engine. I believe when there's no such colorizing on the texture (armor, some helmets) you get the test_mask which applies no colorizing. When you have a piece of clothing that does apply the RGB coloring. In the mask texture the red layer seems to deal with one mask color, the green layer another mask color, and anything pure black is avoided by the mask colors (so if you wanted the belt to not get colorized, it'd be pure black). Suffice to say Keep or add test_mask if you want no RGB automatic coloring by the game over your own diffuse texture. Replace it with a renamed mask file of your design if you do want the RGB coloring

    Gloss and specular are complicated. A general description can be found on google (http://eat3d.com/forum/general-discu...tion-gloss-map) but basically specular is for the intensity and color of a shine while gloss map is for how glossy/the kind of shine. Look at vanilla textures to get a feel for it. On gloss maps, if what Just said back in the ETW era (http://www.twcenter.net/forums/showt...maps-explained) holds true, then:

    red = specular sharpness, how spread out the highlight is, metal should have a narrow / low / dark value, plastic or shiny wood a higher value.
    green = specular level, how shiny the highlight is, higher is brighter. Metal should have a high value, shiny plastic less, matte (bark, cotton) should be black on the green channel.


    I think that is still the case. Blue layer is always blacked out, alpha channel is always never there (Delete it), and usually but not always shiny metal scales and such are bright green.


    4) What you want to do is to rename these textures to the ones you're replacing them with. However, it seems that backspacing to correct an error or change a value may or may not cause a problem. At least when I was doing that (the HXD program prompts you saying "This operation changes file size, are you sure you want to proceed"), it caused the model/textures to not work properly. So what you have to do is NOT delete values, but rather REPLACE them - Put your cursor behind the entry you need to change, then type it out in full and if there's any additional characters you need to remove from the original entry, replace them with periods. If you mistype then move the cursor back to retype over it. Never delete/backspace.


    You will need to do that for each texture entry you are changing, then make sure to do it for the succeeding repeat texture entries (the ones lower on in the hex file). I couldn't get it to work with find and replace, so you'll have to probably do it by hand. If someone has a better hex program, feel free to suggest it.

    Example: http://i.imgur.com/nP381cl.png & http://i.imgur.com/SWEaXhz.png


    5) Once you have finished editing the rigid_model, onto editing the textures. The only essential information there is:
    Your texture file size must match up exactly with the original texture you are replacing - This is not a big deal as DDS textures are sized based on their proportions and type of DDS they are saved as. So if the specular and gloss map are 512x256, you will need to resize your textures to that size. Also, normalmaps are always saved as DX5 - or 'almost always'. It seems most of the time the other textures are saved to DX1A, except for mask textures.


    6) Put your textures and rigid models in their right places. For an example, see how I did Arete Xenon's: http://i.imgur.com/CN3xgDF.png

    7) Now you will need to edit/create the variantmeshdefinition. You will need one to assign the armor/helmet/ect. to an item group, and then edit an existing troop one (eas_persian_cavalry, or car_cav, or Ita_spear, ect.) to add that item group in.

    For example, this is my item variantmeshdefinition for the sparabara quilted vests I made with the eastern scale model:
    Code:
    <VARIANT_MESH>
    	<SLOT name="tunics" >
    		<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01.rigid_model_v2"  mask0="1"  mask1="0" >
    			<SLOT name="armour" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    			</SLOT>
    			<SLOT name="cloaks" />
    		</VARIANT_MESH>
    		<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01.rigid_model_v2"  mask0="1"  mask1="0" >
    			<SLOT name="armour" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    			</SLOT>
    			<SLOT name="cloaks" />
    		</VARIANT_MESH>
    		<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" >
    			<SLOT name="armour" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    			</SLOT>
    			<SLOT name="cloaks" />
    		</VARIANT_MESH>
    		<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" >
    			<SLOT name="armour" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    			</SLOT>
    			<SLOT name="cloaks" />
    		</VARIANT_MESH>
    		<VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/eastern_basic_tunic_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/tunics/celtic_basic_tunic_01.rigid_model_v2"  mask0="1"  mask1="0" >
    			<SLOT name="armour" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_a.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_b.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_c.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/armour/carthaginian_linothorax_a.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/armour/linothorax_quilted_01.rigid_model_v2" />
    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask1="0"  mask2="1" />
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    			</SLOT>
    			<SLOT name="trousers" >
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask1="2"  mask2="1" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/eastern_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_01_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="1"  mask1="2"  mask2="0" />
    				<VARIANT_MESH model="VariantMeshes/_VariantModels/man/trousers/parthian_trousers_02_cut.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/man/trousers/celtic_basic_trousers_01.rigid_model_v2"  mask0="2"  mask2="0" />
    			</SLOT>
    			<SLOT name="cloaks" />
    		</VARIANT_MESH>
    	</SLOT>
    </VARIANT_MESH>
    It was called "ahiga_sparabara_quilted_corselets". So then in the troop variantmeshdefinitions for "eas_persian_cavalry",

    Code:
    <VARIANT_MESH>
    	<SLOT name="base" >
    		<VARIANT_MESH>
    			<SLOT name="skin" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="facial_hair" probability ="0.8" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/eastern_beards.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="props" />
    			<SLOT name="helmets" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_white.VariantMeshDefinition" />
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/ahiga_headwear_persian_tiara_saffron.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="clothing" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets.variantmeshdefinition" />
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="cloaks" />
    			<SLOT name="greaves" />
    			<SLOT name="shield" />
    			<SLOT name="weapon_1" attach_point="weapon_01" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="weapon_2" />
    			<SLOT name="weapon_3" />
    			<SLOT name="weapon_4" />
    		</VARIANT_MESH>
    		<VARIANT_MESH>
    			<SLOT name="skin" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/eastern_headhands_skin.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="facial_hair" />
    
    			<SLOT name="props" />
    			<SLOT name="helmets" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps.VariantMeshDefinition" />
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/helmets/persian_caps_saffron.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="clothing" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/ahiga_sparabara_quilted_corselets.variantmeshdefinition" />
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/persian_linothorax.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="cloaks" />
    			<SLOT name="greaves" />
    			<SLOT name="shield" />
    			<SLOT name="weapon_1" attach_point="weapon_01" >
    				<VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/lance.VariantMeshDefinition" />
    			</SLOT>
    			<SLOT name="weapon_2" />
    			<SLOT name="weapon_3" />
    			<SLOT name="weapon_4" />
    		</VARIANT_MESH>
    	</SLOT>
    </VARIANT_MESH>

    You should be good to go, then. If you run into issues double check - make sure you did not delete instead of replace in the hex editor (by make sure I mean "Do it again" ), make sure the textures are in the right area, ect. Every single time I messed up aside of not knowing "Replace, don't delete", it was an occam's razor kind of solution.

  2. #2

    Default Re: Adding new textured items without replacing the original texture

    Great work, a much needed tutorial +rep for you

  3. #3

    Default Re: Adding new textured items without replacing the original texture

    Thank you!

  4. #4
    FaLKReN's Avatar Civis
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    Default Re: Adding new textured items without replacing the original texture

    Holy ! A thousand thanks for this +rep

  5. #5

    Default Re: Adding new textured items without replacing the original texture

    I add some units, I used the same body of Numidian spearmen to create a desert troop.
    But when I tried to put the masks ("african_headwraps") the body does not work. I see in the game just head and limbs, without the torso and equipment.

    How did you join these parts? I use "eastern_headarmslegs.VariantMeshDefinition" skin.

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  6. #6

    Default Re: Adding new textured items without replacing the original texture

    I've made some interesting observations that might lead to incredible variation possibilities. This tutorial helped me get something to work I've been trying to figure out for awhile. I discovered that you can add a color to a texture that doesn't get a pattern and it changes it on all it's variations. I didn't want to override the existing color though. What I tested was the cloaks of the Companion Cavalry. I wanted to see if I can add a fourth color. I followed the tutorial and this was the result:

    Spoiler Alert, click show to read: 



    As you can see, it worked... sort of. It adds another color, but it's still subject to the factional and/or unit colors. (Look carefully in the back, there's a blue that's slightly darker than the others, indicating that it's covering one of the purple colors.) So I don't think this is an ideal method, especially as I'm typing this. Is there any way to add "shield patterns" for other parts of the unit?

  7. #7

    Default Re: Adding new textured items without replacing the original texture

    Brilliant tutorial Ahiga!!!

    EDIT- Solved
    I'm having this odd issue with the new textures:
    Spoiler Alert, click show to read: 





    When you get close you see the changes what you've done with the textures but when you zoom out all changes disappear.

    Anyone noticed or had this issue before?

    Thank you,
    Last edited by Little Legionaire; November 06, 2013 at 06:04 PM.

  8. #8
    Civis
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    Default Re: Adding new textured items without replacing the original texture

    Legionaire, I believe that would be the imposter texture that is loaded for larger LOD - so it's essentially loading an existing texture diffuse layer to replace as you zoom out.
    However I'm having problems of my own; I can't get the changes I make in the hex editor to save :/

  9. #9
    Civis
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    Default Re: Adding new textured items without replacing the original texture

    Ok I've managed to get the hex editor to save properly; now I have a new problem. The texture just appears grey - I'm assuming because it's not able to load with the rigid model :/

  10. #10

    Default Re: Adding new textured items without replacing the original texture

    Your texture file size must match up exactly with the original texture you are replacing - This is not a big deal as DDS textures are sized based on their proportions and type of DDS they are saved as. So if the specular and gloss map are 512x256, you will need to resize your textures to that size. Also, normalmaps are always saved as DX5 - or 'almost always'. It seems most of the time the other textures are saved to DX1A, except for mask textures.
    Correction - it is apparently possible to increase the resolution of the texture without problem. I was able to do it for the steppe scale armor, though it remains to be seen if that is the case for all textures.



    I

  11. #11
    Civis
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    Default Re: Adding new textured items without replacing the original texture

    Quote Originally Posted by Ahiga View Post
    Correction - it is apparently possible to increase the resolution of the texture without problem. I was able to do it for the steppe scale armor, though it remains to be seen if that is the case for all textures.



    I
    If you can increase the resolution of a texture, would you be say proportionally doubling the size of the texture, then applying higher resolution textures so that it doesn't look all pixelated? Would it then be possible to increase the length of say a feather for the helmet crest - normally the single feather dimensions are just enough for the texture itself. Would proportionally increasing the size to be taller be possible. Say from 128 to 256?

  12. #12
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Adding new textured items without replacing the original texture

    Hey Im having abit of a issue.
    I did follow the guide (aleast abit), But what I did was copying a model, change the name, and give it a new texture. It works fine on my own computer, but as soon I move it on to my laptop as the pack file, the texture won't show, its just a grey model.

    I think its path error in the pack, for it knows the model, but can't find the texture to load.

    Click image for larger version. 

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ID:	312071Click image for larger version. 

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    the original model is roman_standard_gold_02_lod1 if that helps?
    I think its a pack error? for as I said it works on the pc I created it but not on my laptop I moved it to.
    Any guide? would really like to be punched in the right direction. :3
    Last edited by Karnil Vark Khaitan; August 14, 2014 at 08:50 AM.

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  13. #13

    Default Re: Adding new textured items without replacing the original texture

    can you show an example of like the Persian linothorax with ADDING the test_black.dds lines with the hex editor pls.
    I can get my edited textures working ingame using the hex but im scared to try to add to the file lol

  14. #14
    Hyperfyre's Avatar Libertus
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    Default Re: Adding new textured items without replacing the original texture

    Could use a hand here, my textures don't seem to be working ingame.

    It's fine when viewed from the variantmesh editor but as soon as I load into the game the textures just appear grey. Folder structure is the exact same for both.

    Any ideas why?
    Last edited by Hyperfyre; December 11, 2016 at 09:28 PM.

  15. #15

    Default Re: Adding new textured items without replacing the original texture

    Quote Originally Posted by Hyperfyre View Post
    Could use a hand here, my textures don't seem to be working ingame.

    It's fine when viewed from the variantmesh editor but as soon as I load into the game the textures just appear grey. Folder structure is the exact same for both.

    Any ideas why?
    Do you edit rigid files? If your model looks grey then the texture or rigid is missing.

  16. #16
    Hyperfyre's Avatar Libertus
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    Default Re: Adding new textured items without replacing the original texture

    Nope, haven't touched the rigid files.

    I ctrl+f'd "diffue" to find all the original textures didn't edit anything else.

    Wouldn't they be broken in the variantmesh editor if it was the model?


    The model I'm trying to edit is the Kushite Spearwomen bodies, I'm trying to replace their textures with the olive female textures.
    The Kushite bodies have the torso piece on their model, trying to use the normal Olive skin model with Kushite clothing just leaves a giant hole in the model.


    Edit: Somehow I got it working.
    I made a copy of the textures and renamed them to something different. Then changed the files in the hex editor to use the the new names.
    Last edited by Hyperfyre; December 12, 2016 at 11:19 AM.

  17. #17
    Maetharin's Avatar Senator
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    Default Re: Adding new textured items without replacing the original texture

    Hi there, could you explain what kind of mistake I did here?
    Spoiler Alert, click show to read: 


    I tried using an Attila rimless large curved round shield as replacement for the less than optimal pikemen shields
    (They were up to 75 cm, which is about half the size of a grown man back then)
    Are the pikemen .dds files too small for this shield?
    Because aside from the displacement, they seem to fit.
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  18. #18

    Default Re: Adding new textured items without replacing the original texture

    I have had similar issues before caused by not assigning a "normal" texture for shields. You need the 2nd line in the asset editor to link to a normal texture array (/blank/blank_decal_normal will be fine in most cases).

    EDIT: Just re-read your post, actually it looks like the texture is the wrong size for this new model? Try to open the original texture for the model and see if your new ones actually match the size and layout...

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