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Old 04-11-2007, 07:03 PM
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Default Imposting a Texture?

Ive searched these forums and both the Wiki with no luck so here goes.

How do I convert a TGA back to a .Tex file to be used as a player reskin?
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Old 04-11-2007, 08:41 PM
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Default Re: Imposting a Texture?

that'S what the artmanager is for: "create asset" and voila!
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Old 04-11-2007, 08:43 PM
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Default Re: Imposting a Texture?

Im not creating a new ground texture, im making a new skin for the player character.
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Old 04-11-2007, 08:48 PM
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Default Re: Imposting a Texture?

Sample batch I use. Put it together with the .tga files in the root folder of your TQ installation.
Code:
texturecompiler femalepc01_white.tga femalepc01_white.tex
texturecompiler femalepcskirt01bmp.tga femalepcskirt01bmp.tex

md .\pc\female

copy /Y femalepc01_white.tex .\pc\female
copy /Y femalepcskirt01bmp.tex .\pc\female

archivetool "resources\creatures.arc" -replace "pc\female\femalepc01_white.tex" "resources\"
archivetool "resources\creatures.arc" -replace "pc\female\femalepcskirt01bmp.tex" "resources\"

Last edited by TheRaven : 04-11-2007 at 08:51 PM.
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Old 04-12-2007, 12:10 AM
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Default Re: Imposting a Texture?

thanks newb
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Old 04-12-2007, 08:54 AM
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Default Re: Imposting a Texture?

Quote:
Originally Posted by Marine OKeefe View Post
thanks newb
I beg you pardon? Do you think I'll even try to help you in the future? That was it, no more cookie for you.
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Old 04-12-2007, 11:01 AM
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Default Re: Imposting a Texture?

I somehow dont think that he meant it that way That would just make so absolutly no sense... lol
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Old 04-12-2007, 11:04 AM
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Default Re: Imposting a Texture?

Yeah, there's probably an emoticon or two missing.
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Old 05-24-2007, 05:26 PM
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Default Re: Imposting a Texture?

I think he wanted the "Newb" emotion what ever that is.
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Old 06-05-2007, 10:55 PM
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Default Re: Imposting a Texture?

Quote:
Originally Posted by Marine OKeefe View Post
Im not creating a new ground texture, im making a new skin for the player character.
That is the way to make player textures, too. It was how I made my neon wolves mod. Import the new TGA version of the player texture into the Source directories and auto-create an asset for it. After doing so, build it, exit out of AM after that, and go to the folder that is holding the created file. It should be in this folder:

C:\Documents and Settings\HP_Administrator\My Documents\My Games\Titan Quest\custommaps\<name of your mod>\resources\maps\

Do whatever you want with the file. Im my case, I usually compile TQM files from the textures I make.
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