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  1. #1
    Stealth4Health's Avatar Civis
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    Default New shield texture

    I wanted to make a new texture for the scutum shield.
    (I made a diffuse, gloss_map and a specular file, edited the rigid_model_v2 with Hex Editor Neo...)
    But it is not displayed correctly like you can see on the attachement. What could I have done wrong from what you can see?

    Thank you!
    Attached Thumbnails Attached Thumbnails shield_tex.png  

  2. #2

    Default Re: New shield texture

    ive recently just made 30 new shield patterns and textures for the specific legions in my Mod. I use Gimp2 for the artwork and hex editor neo. i use packfilemanager (PFM) as i find it more easier to navigate my files there. ensure that your saved diffuse, specular and gloss are the same file sizes as the vanilla files. so if you get the original diffuse and just create a new window in gimp2 and then paste the vanilla diffuse into that new window and then do the art work in the new window and save. then your saved file should be the same size then save diffuse, specular and gloss_map as dxt1 and mipmaps. second double check no spelling mistakes in the hex editor you edited, and third check where you put you files. in PFM its easy if you add the scutum diffuse to your mod and then extract that file it creates the correct file path in your mods folder, then navigate to that folder delete the vanilla texture and save your modded diffuse,specular and gloss there. go back to PFM and add files and your work will be in the correct file path. if your still having trouble post again im sure someone here has good knowledge of BOB and the assembly kit

  3. #3
    Stealth4Health's Avatar Civis
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    Default Re: New shield texture

    Thank you for the answer!
    I think I have done it similar to what you described. (I orientated myself to this video.) I extracted some vanilla files with the Pack File Manager. I edited the scutum diffuse file with GIMP and saved ('BC1/ DXT1' + 'Generate mipmaps') a edited diffuse, gloss_map and specular file whith a new name in the working data folder (C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\assembly_kit\working_data\VariantMeshes\_VariantModels\man\shield\tex). Then I opened the rigid_model_v2 file of the scutum shield with Hex Editor Neo and changed all default names of the diffuse, gloss_map and specular files to the new names of the DDS files I had made and saved it with a new name at the working data folder so that I can view it at the Variant Editor of the Assembly Kit. But the result you can see on the attachment on my original post.
    Now I have described it a little more closely so I hope it is a little bit more clearer what my mistake could be. Thank you!

  4. #4

    Default Re: New shield texture

    With the hex editor, did it ever prompt you about changing the data/values or whatever? With Hex editing R2 models you cannot change the # of values within the file. This means you cannot use backspace to correct an error, but rather have to move the cursor back to type over the error.

    It's easier on yourself if you name your new textures with the same number of characters as the original texture. That way you can find + replace (Control and R, I believe) and it won't cause the above issue.

  5. #5
    Stealth4Health's Avatar Civis
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    Default Re: New shield texture

    Thank you! It works now when I use the same number of characters!
    But is there not a possibility to use a different amount of characters for the DDS files?

  6. #6

    Default Re: New shield texture

    Yes there is a way to edit the hex file with different amount.of characters :-) i will be on my laptop tomorrow and will type you a full step by step work through from creating the dds files and editing the way you want to achieve to getting your workninto the variant editor with the common mistakes made :-) sorry i cant do.i.now tryong to even type this on a phone is a pain :-/

  7. #7
    Magnar's Avatar Artifex
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    Default Re: New shield texture

    Here is a tutorial I did on adding custom shield patterns which should answer all your questions
    https://www.youtube.com/watch?v=aOq-DslgTfM

    here is a tutorial for adding other equipment like armour helmets etc
    https://www.youtube.com/watch?v=i1Ot8kASYaM

    The first method the hex file length can be changed and the second not

    From your posts, it seems you are trying to add shield patterns the wrong way, ie that requires 10 times greater file size ca 1.75mb per pattern vs the other method which uses only ca 170kb. When multiplied over a large number of shields/variety it will surely impact performance.
    Last edited by Magnar; May 22, 2014 at 03:28 AM.

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