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i know this thread is very old but madman still alive here xD
i would like to ask to get the factory texture files ![]() is there a chance to get them ? i could need them for a townpart in my mod and dont wanna "recreate" the textures -_-
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Currently Working on : Eternia City:Slums, Zake's Home, Katar Fields --------------- MANASTREAM Update 19th August Soundtrack Player Image Gallery Check out the Manastream Anima Mod ![]() Click HERE and make a wonderful Tour trough Mithril. (new) |
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here is a zip with the textures of the set for the factory, i used babylontemple set in egypt i think, they are in tex format but u can convert back and edit if needed, i don't know where i put the psd versions hummm.
let me know if thats what you wanted. also, back then, i did it brute way hehe, kind of. you will have to hex-edit the mesh files of the set, to make it point to the modified textures, if that is a bit tuff, i can check with pinkfrog and we post full pack for mesh/textures. althou i think that now we can simply edit the set's dbr with new textures, but some meshes have texture references within them and not in a dbr, so u may have to change them to match the new texture files names. and since we can't make assets for meshes, you ll have to manualy recreate the folders to match the original ones directly in the custom maps folder (not working folder), then put the edited meshes there, and manualy compact resources from art manager. i think thats it, not sure but i think that it. http://rapidshare.com/files/10081397...emple.zip.html |
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i see.
i think there is no way to tell the art manager about the manually created assets ?. i mean this question about "not used" assets is a bit annoying ^^ and i realy would love a small (not detailed) howto about the hexing procedure. for example : the used program and when to open what. i need to hex for some other reasons,too(deleting texture path informations from the mesh files from some obejcts). froggy sent me the files, too. my thx to ya guys. first i will try to change the dbr's only.
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Currently Working on : Eternia City:Slums, Zake's Home, Katar Fields --------------- MANASTREAM Update 19th August Soundtrack Player Image Gallery Check out the Manastream Anima Mod ![]() Click HERE and make a wonderful Tour trough Mithril. (new) |
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Okay I got this from from the TQ site, I believe, and when I tried to run it it says "made with earlier version of TQ" (or something along those lines).
What's up with that? Can I not play it? Is there a newer version that runs with the TQIT thing?
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check the "post date" of the first site....
and i dont know any new version
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Currently Working on : Eternia City:Slums, Zake's Home, Katar Fields --------------- MANASTREAM Update 19th August Soundtrack Player Image Gallery Check out the Manastream Anima Mod ![]() Click HERE and make a wonderful Tour trough Mithril. (new) |
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yo,
to hexedit the file u need a tool that can do that, there are a couple free tools, u can find some here http://en.wikipedia.org/wiki/Comparison_of_hex_editors (notepad++ is nice) but before goin further, i think u alrdy know the thing about not beeing able to create assets for the mesh, because the mesh is the compiled file, not the source, the original file was a 3dsmax for wich an asset was created, then it was compiled into mesh file. that is why we can only change the things alrdy inside the file, and must not change its size or it may be corrupted. okay so once you extract the mesh files you want to edit, create the exact directory structure in your final mod subfolders (as the one the mesh file was in), edit it (i ll explain), then manualy select in art manager compact archive, it will compact any file that it finds in your final compiled mod folders. and voila, you get a new arc file that has the new modified mesh at the same spot, you simply put it with your mod files, and when you start your mod, it will load that mesh and display the new texture. now to edit, you have to open the file in the hex editor, meaning you will see weird stuff, basicaly the mesh is unreadable untill the end, there are text strings (sentences) that set many things reguarding the mesh. in there, look for the strings that point to textures, and change 2 letters in the name of the texture (that will be the name of your custom texture).and save ur file, makin sure u did not change anything else. for the texture itself, you make it the normal way, tga file, but because you edited only 2 digits and not the entire path (its possible, but more complicated) you simply have to name it like the 2digit modified texture name, and create the same directory structures to place the tga file in the same folder. then you can make the asset as for anu other texture, and thats it. thats for the grid meshes, but you can use this technic for any mesh file, and some monster meshes can even be edited further, to be like the alien mesh in the mod malice in wonderland, explosive parts hehe. one last point, u noticed that first you have to open the mesh to see what is the default texture, then what you can do is extract that texture, and edit it as u wish, easier than making a new tga file from scratch, but make sure you update the texture name before building the asset to be the one u put in the mesh, and also check that the folders are the same. thats it. i hope u got the picture, have fun ![]() PS: this mod was made for TQ not IT, i don t think it is compatible, but it is a great mod, has new uniq maps, but unfortunatly not much time to update it to IT :/ Last edited by MaDMaN : 03-29-2008 at 06:54 AM. |
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