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Alright today i will teach you how to import textures to IT using artmanager
First off artmanager is extremely anal about importing textures so have a baseball bat and a few things handy to brake with it, in extreme cases lol Ok things you will need: 1) Any image editor capable of saving your textures in Targa (.TGA) i use adobe illustrator, you can also use photoshops .PSD but it had about a 50/50 chance of working where TGA was closer to 90. 2) Images must be 24 bit depth 3) for items Textures must be 32x32 pixels per block it takes up in inventory i'm sure you can do the math on that one its not really that hard. Ok lets get started: First take the Items.arc from your IT resources/xpack dir and copy it to the resources folder in what ever dir you set as your build dir in artmanager, must be in the original folders not a custommap Next open artmanager, in the first window that shows up create a folder under source called "Items" then your path you set for the item(s) then import your items. i'll use the Anubis relic fix as an example Here Then select each file and right click it selecting auto-create asset a window should pop up like so select bitmap the click ok and ok for the next window Look in the Assets section (witch should now be an exact mirror of your sources) also the textures you imported should now say "In Progress" example here Then simply right click the main dir in the assets tab and select "Build" if you messed up somewhere program will crash if you did it right it will add your textures to the Items.arc Copy your Items.arc back in to the (IT dir)/resources/xpack and enjoy If you have any questions please feel free to message me |
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@luedtke6788, it seems complicated, but I'll try it out sometime and see if I got any good result out of it. You see, my items.arc is inside the mod, so I'm not very sure if it will work even if I do it on the game's items.arc and then get it back on the mod's items.arc *scratches head*. Anyway, it's worth a try. Too bad I have no chance of doing it soon, I'm curious to see if it would work. Also, Quote:
The easier it is for people to use it, the merrier ![]() About including it on the patch, we can do it yup, then it doesn't need to be started as a mod anymore, it can be included right in the main campaign. Whoever has the patch will automatically have the mod. Since the mod doesn't add any "cheat" or unbalances the game, I think that maybe it can be considered neutral in this respect. Yerkyerk has only asked it, the answers were positive, so... let's see how the thing goes. As far as I'm concerned, having it on the main campaign would be a nice-to-have (meaning not really necessary but nice anyway). The main reason I've made the mod the way it is now was to have it so that people wouldn't have problems with Multi-Player when installing it. The patch will anyway make it in such a way that only people having the same patch will be able to play together, so adding the AllSkins mod on the patch won't make any difference in this respect. Last edited by lufe; 04-08-2008 at 09:01 PM. |
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Okay, I tried this with my Anubis Relics to make them visible in Low Textures, and I'm afraid it didn't work. It DID install the bitmaps into the items.arc and make them usable by the game... but they're still microbes in the Low Textures Setting. ![]() On the left is High Textures, on the right is Low Textures. You can see the game shrunk my custom Eye Of Argus as well. The .tex files created (in Assets) were less than 1k and unreadable by TextureViewer - I assume they were the little dots. If you can actually make this work, there must be something more involved than what you've posted. One possibility - what is the size and date of TextureCompiler.exe in your C:\Program Files\THQ\Titan Quest Immortal Throne folder? And what about the one in your C:\Program Files\THQ\Titan Quest folder?
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I_RAPS' ANGELS Apsara Spellbreaker 69 Bambix Ranger 68 Cheung Xia Dreamkiller 70 Durga Conqueror 70 Meliade Soothsayer 71 Melitta Conqueror 67 Nar'wen Warden 69 Nefertari Elementalist 68 Nut Prophet 65 Ramiri Oracle 68 Swooshy Ritualist 70 Tal'wen Warden 68 Thetis Sage 70 Trixy Assassin 69 Zin Magician 69 Wakanda Enforcer 60+ Raveness Bombardier 72 Last edited by I_Raps; 04-08-2008 at 09:48 PM. |
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@I_Raps make sure you delete or move any external textures out of your DB folder and resources folder, external textures take priority over the ones in .arc
also the .tex in assets are only links to the files and what settings are applied to it, it compiles the actual .tex when its built witch can be found in your build folder should be about 3-6kb depending on the size of the pic heres the items.arc i made with working Anubis Relic fix Last edited by luedtke6788; 04-08-2008 at 10:00 PM. |
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Well, I see one difference just from the file size. I used the TQ Items.arc, since that's where the relics originally were.
I shall try again with the TQIT file. ------------------------------------------------------------------------------------------- [Edit] I tried and got the same result (i.e. shrunken bitmap). I am now downloading your items.rar to have a look. ------------------------------------------------------------------------------------------- [Edit again] Okay, I got it to work. It even showed my custom icons in Low Texture. There was a small side-effect, however - in TQVault. ![]() I believe I'll go back to my old method - I have no use for Low Textures anyway. Getting my custom icons to show up in TQVault was the primary reason I was interested in this, but it only seems to make things worse.
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I_RAPS' ANGELS Apsara Spellbreaker 69 Bambix Ranger 68 Cheung Xia Dreamkiller 70 Durga Conqueror 70 Meliade Soothsayer 71 Melitta Conqueror 67 Nar'wen Warden 69 Nefertari Elementalist 68 Nut Prophet 65 Ramiri Oracle 68 Swooshy Ritualist 70 Tal'wen Warden 68 Thetis Sage 70 Trixy Assassin 69 Zin Magician 69 Wakanda Enforcer 60+ Raveness Bombardier 72 Last edited by I_Raps; 04-08-2008 at 11:14 PM. |
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Very neat mod guys. I played with something similar awhile back, but instead of ingame like yours mine was a selectable "race" at creation. While that added smoothness I like how yours is simple yet fllexible. Keep up the good work.
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Is God willing to prevent evil but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God? -Epicurus
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