Problem with TA-style textures.

Problem with TA-style textures.

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Andromeda
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Joined: 01 Oct 2008, 03:59

Problem with TA-style textures.

Post by Andromeda »

I have a problem with some textures i ported over from a TA mod. the Cavedog textures work perfectly, but these don't work work right and when i zoom in this is what i see.
screen093.jpg
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smoth
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Re: Problem with TA-style textures.

Post by smoth »

what are they named, where are you storing them etc? is this a mod, is this your mod?
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lurker
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Re: Problem with TA-style textures.

Post by lurker »

You get the texture atlas any time it can't find the textures it wants. Did you use gafdump to get all the *00.bmp images and put them into UnitTextures/tatex?
Andromeda
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Joined: 01 Oct 2008, 03:59

Re: Problem with TA-style textures.

Post by Andromeda »

They are stored in unittextures->tatex. names lik GOKarmour0,GOKarmour0b, GOKarmour0c etc. This mod was originally made by Vohvelieläin at TAU and i am just porting it into spring, mainly for practice but also so i could finally play it in multiplayer.

EDIT: i tried renaming some textures with 00 but it didnt work. whats a texture atlas?
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lurker
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Re: Problem with TA-style textures.

Post by lurker »

Just where all the textures go ingame. But what are the exact files? Did you unpack gaf to bmp?
Andromeda
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Joined: 01 Oct 2008, 03:59

Re: Problem with TA-style textures.

Post by Andromeda »

running GAFDump just made a bunch of gadgets and i can't figure out how to give it it's -b or whatever, so i opened the GAF and selected "export all images" and it gave me all the individual bmp's. well there is a lot of files, but a few like GOKcomfaceL00.bmp (i added the 00 myself because i saw other mods had it, don't know is it requred?) most of them are like GOKcore1_1.bmp.
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lurker
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Re: Problem with TA-style textures.

Post by lurker »

Maybe gafdump only adds the numbers like then when in -b mode. You can do that by making a shortcut and adding it into the command, or from the command line. But the way you just did that should work, if there aren't a lot of textures for you to extract and set up the names manually. I'm not sure if you need to add the 00.

To be more specific, a texture atlas is when you have a lot of little textures and combine them into one large image, which spring does during loading.
Andromeda
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Joined: 01 Oct 2008, 03:59

Re: Problem with TA-style textures.

Post by Andromeda »

i don't know how, but after adding 00 to all my GOKcom textures one of them show up in game :o well, i guess if at first you don't succeed, try a larger thermonuclear reaction, right? thanks for the help.
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smoth
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Re: Problem with TA-style textures.

Post by smoth »

As a side note, this is a modding issue not a spring issue, these threads belong in mod-games.

It does have to be (texturename)00.bmp for non-team colored textures.
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lurker
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Re: Problem with TA-style textures.

Post by lurker »

Moved, ish. Had to use split. :?
Andromeda
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Joined: 01 Oct 2008, 03:59

Re: Problem with TA-style textures.

Post by Andromeda »

now i have another problem :? my textures show up but ALL of the team colors are the same. i put the names (without the 00 thing) in teamtex.txt just like the wiki said, but no matter what color i choose i am always blue. the textures in question are GoKColor1_100.bmp. i also tried just GoKColor00.bmp but it's not working. Thanks in advance for any help.
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smoth
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Re: Problem with TA-style textures.

Post by smoth »

Andromeda wrote:now i have another problem :? my textures show up but ALL of the team colors are the same. i put the names (without the 00 thing) in teamtex.txt just like the wiki said, but no matter what color i choose i am always blue. the textures in question are GoKColor1_100.bmp. i also tried just GoKColor00.bmp but it's not working. Thanks in advance for any help.
replace the teamcolor area with purple. All teamcolor values must be evenly (1,0,1) or (0.5,0,0.5) for example.. they must be pure blue and red, no green and the two must be even pure purple/fuschia.
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VonGratz
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Re: Problem with TA-style textures.

Post by VonGratz »

As an option, you can utilize only one third/fourth of the GOK textures and re-texture the models.The Cavedog pre-shading , that comprises 3 or four grades of the same texture not is necessary in Spring.You only need to utilize the medium one.
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smoth
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Re: Problem with TA-style textures.

Post by smoth »

the gok textures IIRC did pretty nice preshading.
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VonGratz
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Re: Problem with TA-style textures.

Post by VonGratz »

I know :-) , but the "preshading" Im talking is the brigther/darker textures a la Cavedog to do the shadow effect in this game, not the preshading of each texture, that is well done. :wink:
vonGratz
Andromeda
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Joined: 01 Oct 2008, 03:59

Re: Problem with TA-style textures.

Post by Andromeda »

i downloaded GIMP to modify the textures, but i can't seem to find a place to make a color like Smoth specified. if anyone here uses GIMP i would appreciate some help finding that tool (i am assuming it exists) because i always miss very obvious things.
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smoth
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Re: Problem with TA-style textures.

Post by smoth »

I don't use gimp sorry.
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lurker
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Re: Problem with TA-style textures.

Post by lurker »

Click the color boxes.
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