changing existing textures without retexturing?
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- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
changing existing textures without retexturing?
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?
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?
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
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?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.
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

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?
[/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.
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?

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.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
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.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 REFERENCESOptimus 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 :)
springs textures WILL take priority over your own.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
what exactly you mean with that. The reference in the modinfo.tdf or where? A bit more for stupids pleasesmoth wrote:AGAIN, REMOVE THE OTA CONTENT REFERENCESOptimus 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 :)
springs textures WILL take priority over your own.

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
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
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