changing existing textures without retexturing?

changing existing textures without retexturing?

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Post Reply
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

changing existing textures without retexturing?

Post by Optimus Prime »

I want to make a standard texture for a mod brighter without retexturing all existin units. The problem now is, that i need a new texture and therefore i have to retexture all units which use this texture.
I tried to copy the texture, made it brighter and put it into the unittextures\tatex folder. But it seems, that spring prefers the standard textures instead of the specific mod textures. Any solution?
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

A mod can hold it's own textures.
Ultimatly you can hold all the textures in the mod file and stop making the mod dependable on the standard textures.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Zenka wrote:A mod can hold it's own textures.
Ultimatly you can hold all the textures in the mod file and stop making the mod dependable on the standard textures.
i know, but i want to change an existing texture for units which use these textures. So all i want is to change the texture without making a new one for a mod. I just want to make a green texture red without doing anything more than go in photoshop, change the blue texture to red and done. So is this possible in any way?
Note that the texture i want to change is a standard texture, which is not in the mod.
My idea was that when i change the texture and put it into the mod, that the standard texture will not be used but my changed one. Sadly that seems not to work here :(
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

YES IT IS... noize said it is thus.

if you want to be certain that your mod will be able to to this remove the OTA stuff from your mod.

I have and it took 1 1/2 weeks to do but trust me even if you are only mildly competent as an artist it can look 100% better.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I have similar needs:

Originally posted by zwzsg in TAU forums:
[quote]Batch Texture Change


Hi!

I'd like a program to automatically replace every instance of a texture by another one. Like, I could tell it "in every 3do of that folder, every time a face use the texture 'blabla', replace it by the texture 'thingy'", and it would do it for me.

In case such program does not exist, could some kind soul make it for me? Image[/quote]

Gnome told me to have a look at Benito's 3do Bleacher. Unfortunatly, 3do Bleacher only replace a texture by another if that other texture is already used elsewhere in the model. I PM'ed Benito the 04-09-2006 to ask him if he could change his 3do Bleacher or release the source of it, but haven't heard of him.

me22 told me that as long as the new texture name was shorter or as long as the old texture name, then simply batch hex editing the 3do to replace the character strings of textures names could work, as long as you make sure to terminate the strings with null and add some null for every character the new name is shorter of, but I failed with that approach. I don't know if it is because I'm bad at coding or because it inherently can't work.
User avatar
FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

I've had some success just creating a new texture with the old texture's name.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hm i did the same without effect. Can you explain what exactly you did? Was it a texture in the standard file or in your mod file? If its in the mod file, thats not new, but if you can "overwrite" standard textures, thats cool and i want to know how :)
User avatar
FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Optimus Prime wrote:hm i did the same without effect. Can you explain what exactly you did? Was it a texture in the standard file or in your mod file? If its in the mod file, thats not new, but if you can "overwrite" standard textures, thats cool and i want to know how :)
I suspect it is because Xect Vs. Mynn Doesn't reference the standard textures. I would suggest you move the standard textures into the mod, remove the reference to the standard textures, and change away.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Optimus Prime wrote:hm i did the same without effect. Can you explain what exactly you did? Was it a texture in the standard file or in your mod file? If its in the mod file, thats not new, but if you can "overwrite" standard textures, thats cool and i want to know how :)
AGAIN, REMOVE THE OTA CONTENT REFERENCES

springs textures WILL take priority over your own.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

smoth wrote:
Optimus Prime wrote:hm i did the same without effect. Can you explain what exactly you did? Was it a texture in the standard file or in your mod file? If its in the mod file, thats not new, but if you can "overwrite" standard textures, thats cool and i want to know how :)
AGAIN, REMOVE THE OTA CONTENT REFERENCES

springs textures WILL take priority over your own.
what exactly you mean with that. The reference in the modinfo.tdf or where? A bit more for stupids please ;)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Start here


but your question is answered here.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

cool it seems to work with the replace option. Thx for the hint mongus :)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

np that information on mods is very usefull and thanks to the one who added it.

But i didnt mean to replace.. hehe.. (replace must be used carefully).


It was supposed to show that.. dependencies.. are overwritten by other dependencies, loaded after them.


What i mean.. is.. if you load xta as a dependencie but after that you use utasp buildpics as a dependencie, it overwrites the (ota)buildpictures included in xta mod.
(xta mod, has dependencies aswell, and already included buildpictures in one of this dependencies's dependencies)

In the same way, it should work for stuff in any folder, having the same name.
(for example textures\tatex folder).

That means... you must include all your special (ota named?) textures in a separated "mod" file, (actually content mod file? type=0(hidden)) and, after adding all the other stuff, add that texture modpack to the dependencies list.

Mod makers should use that method to update their mods, with few kb archives.

Im right? O_O
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

no, no, you needn't do that. Only include the textures WITH your mod. It really is not that hard. Greased will eventually sepperate it's self from the spring content files.

All of the content belonging to your mod does not need to be listed as a resource. It can simply be included with the mod.
Post Reply

Return to “Art & Modelling”