"There is a difference between what is wrong and what is evil. Evil is committed when clarity is taken away from what is clearly wrong, allowing wrong to be seen as less wrong, excusable, right, or an obligatory commandment of the Lord God Almighty.
Evil is bad sold as good, wrong sold as right, injustice sold as justice. Like the coat of a virus, a thin veil of right can disguise enormous wrong and confer an ability to infect others."
-John G. Hartung
Im having some trouble im using the latest DDS plugin 8.13 or wat ever and my save screen is different. I try and make all the settings the same but wen i save it the file is almost double the size its suppose to be. any one else have this problem?
My Projects
Extended map currently working on
http://www.twcenter.net/forums/showthread.php?t=89161
Hundred Years War will work on again after done with extended map WIP
http://www.twcenter.net/forums/showt...96#post1562796
I've been searching for a way to open the .texture files in order to convert them into dds files. But I can't an answer anywhere. .texture files doesn't seem to exist anywhere when I search the internet. Could anyone plz help me?
You need to convert the texture files to dds with this tool by Alpaca:
http://www.twcenter.net/forums/downl...o=file&id=1347
It also changes your revised dds files back to texture files...
Last edited by SSJPabs; October 18, 2007 at 06:20 PM.
Song of Victory: A Lithuanian's Tale - Last Update dJanuary 19!
Reconquista: An Iberian Romance AAR - Completed!
The Turks 2 (Crusade AAR, No Roleplay) - Completed!
how do you work with "normals" file in phtoshop?
Hi intresting thread,i'm still new here i'm gonna try to make the 2 conquistador units look like 16th century knights of st.john so that i can create the great siege of Malta , the same units with the same weapons & armor but with red background & white cross on breast-plate & their shields instead of grey
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i never made this kind of stuff, but i really like to have these 2 units of knights of st.john. Tnkx for the info. i hope i succeed.
Could someone please explain the layout of the texture files.
There are multiple images of unit torsos. On the file I am working with there are 6 total. 3 somewhat larger ones in the middle of the .dds file and 3 smaller ones along the bottom. I've been editing back and forth to try and figure out what each torso image is for.
Thanks so much,
Ronnie
I get an error when i try to convert back from dds to texture
Spoiler Alert, click show to read:
EDIT: Solution was already posted by Gigantus on page six, Thanks gigantus![]()
Last edited by Ensiferum; May 21, 2011 at 09:13 AM.
hi, can i edit helmets?
TotalWarForum.cz
Česko-Slovenské fórum o hrách ze série Total War
hi, I tried modifying the alpha 1 in unit texures, to make a helmet invisible for exemple, or to take feathers off late knights'helmets, & it work in game when the camera is very close to the unit. The trouble is that when I move the camera further from the unit, the helmets/feathers reappear gradually, as if alpha 1 was losing effeciency as the camera get further. But I tried it with shields, & it PERFECTLY worked lol ! I also tried 2 blacken a whole unit texture's alpha 1 & the unit all disappeard perfectly, except the feathers (it was lancers/broken lances), which gradually reappeared as the camera got away from the units
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All this is pretty strange...:hm: , does any one have an answer ?
i'm having some trouble, when i open up the units folder, its empty.
Sorry everybody that I haven't answered your questions. It's just that I haven't been online very often because of some problems. Anyway...
Here's a tutorial about that http://www.twcenter.net/forums/showthread.php?t=81010pls, how to make normal texture files ?
Yes you can edit their color. Editing the shape has something to do with .mesh files. There's been unleashed a .mesh files editor, but I haven't tried it and I still don't know what it's capable of.hi, can i edit helmets?
Make sure you have unppacked the packs the right way.i'm having some trouble, when i open up the units folder, its empty.
And about funky_kiwis question, I have no idea what the problem may be.
@cra_z_guy
Try creating a batch file to run M2TW. Open Notepad and type
Then save as, and type something like M2TW (think of it as a shortcut to run the game) and add .bat to it. I have Medieval II.bat. It will save it a as a batch file. Then, delete the files data\descr_geography_new.txt and data\descr_geography_new.db. After that, you can run Medieval II.bat (or whatever you decided to name it) and it will start the game.Code:medieval2.exe --io.file_first
I'm not sure if it will work, as it is just an alternative to the preferences file.
EDIT: @funky_kiwi
That might because of sprite generation. If you don't know what that is, it's where 3D models are replaced with bitmaps (a 2D pic) when you're far away to increase performance. You might have noticed that far away the lighting on units isn't as good and they seem not to move as smoothly. The same is with trees and other objects.
Last edited by Spartan II; April 11, 2007 at 11:29 PM.
does anyone know how I can replace weapons on unit.
ex. replacing byz infantrys sword with a spear
Last edited by lordyu; April 11, 2007 at 11:54 PM.
You'll need to model the .mesh format. www.twcenter.net/forums/showpost.php?p=1628859&postcount=113
First of all, thank you for the tutorial
I have encountered a problem, though: After I have saved a file as .dds, the texture converter is no longer able to convert it back to .texture, regardless whether I have altered the content or not. It says "Cannot open file ...".
I am quite certain that I have saved the files exactly like it is shown on the previous page.
Hmm. That version of the .dds plugin is very, very outdated. Yours is version 3, while what I'm using is 7.83. I'll figure out the format on the current version.
EDIT: All right, here are the settings (yes, I've tested).
The regular save screen:
Under MIP Map Generation Filtering
Under Image Options
Under Fading MIP Maps
Under Normal Map Settings
See if that helps, Yenai.
Last edited by Spartan II; April 13, 2007 at 11:51 PM.