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DaveyJJ
07-13-2006, 10:02 AM
Without a preview it's darn near impossible to find objects you need sometimes.

has anyone found a broken stone wall yet, suitable for a ruined fort? It's got to be taller than the low stone Greek walls used to border fields, perhaps 2m (6 ft) high generally but broken. Available in various length sections too.

Anyone found anyting like this?

Linque
07-13-2006, 10:14 AM
records\sceneryorient\structure\building\chang'an\ walls\

You might have to redo part of the textures though, if you don't like the red part of the walls. But the wall itself is good for this purpose.

YellowLab
07-13-2006, 10:24 AM
records\sceneryorient\structure\building\chang'an\ walls\

You might have to redo part of the textures though, if you don't like the red part of the walls. But the wall itself is good for this purpose.

What are the basic steps needed for retexturing?

Thanks,
YL (n00b)

DigitalKungfu
07-13-2006, 10:35 AM
Without a preview it's darn near impossible to find objects you need sometimes.

has anyone found a broken stone wall yet, suitable for a ruined fort? It's got to be taller than the low stone Greek walls used to border fields, perhaps 2m (6 ft) high generally but broken. Available in various length sections too.

Anyone found anyting like this?

Couldn't you scale the walls or set the actorHeight for them to match the size that you need?

Linque
07-13-2006, 10:41 AM
Editing textures
(the walls DaveyJJ requested used as an example for objects)

Step 1: Import object
From the Art Manager, select a mod where you will (initially) save the new wall set you are about to make.
Import all of the wall parts that you wish to modify and copy them to a new folder, for example \MyObjects\MyWalls\

http://www.saunalahti.fi/hanneku/TQ/texedit/texedit3.jpg

Step 2: Find out which texture to edit
From the imported objects, choose the "actor variables" tab and look what the texture path is.

Step 3: Find the texture (.tex file)
For this you need to use the ArchiveTool.exe found in your Titan Quest folder. Go to \Titan Quest\Resources and use the ArchiveTool to extract the required archive (in this wall case, it would be SceneryOrient).

Step 4: Copy the .tex
Copy the .tex file to \my games\titan quest\working\YOURMOD\source\textures\

http://www.saunalahti.fi/hanneku/TQ/texedit/texedit1.jpg

Step 5: Convert the .tex to .tga or .psd or some other format
Use the TextureViewer program that Max from IronLore made (available at TitanQuestVault) to view the texture and save it to an editable format

Step 6: Edit the texture
Use Photoshop / Paint Shop Pro / Paint / Any other program to edit the texture to your liking

Step 7: Convert the texture back to .tex
After saving the newly edited texture, open up Art Manager and your mod. Go to the source\textures\ folder and Auto-Create Assets for your .tga or .whatever. It will create a .tex file to the Assets area. Then, hit Build (F7). Your texture is now available for your mod.

http://www.saunalahti.fi/hanneku/TQ/texedit/texedit2.jpg

Step 8: Assign the texture to the object
Re-select your mod so that all the changes from building are available. Now, go to your imported object and open it for editing. Go to the "actor variables" setting again, and now change the texture from the original to your edited version by clicking the '...' button next to the texture path. If you saved it into the folder I told you to, there should be a Textures folder where you can find your modified version.
Save the object, hit Build (F7) and you're done!

http://www.saunalahti.fi/hanneku/TQ/texedit/texedit4.jpg

YellowLab
07-13-2006, 10:53 AM
Thanks 10^6!

YL

Rithgard
07-13-2006, 11:05 AM
in the egypt/buildings/village/walls there are enough broken brick and stoney looking walls and the oasis fort walls from the campaign

DaveyJJ
07-13-2006, 12:43 PM
Thanks everyone! Linque's instructions added to stickied list, btw.

lordmstic
07-15-2006, 04:35 PM
when you auto-create what options do you set?

I edited main male texture, its a 1mb tga when I create the tex its 1kb ?

Linque
07-15-2006, 05:14 PM
The .tex file in this case only tells the program where to find the source (your .tga) When you Build the mod, the program creates an actual .tex texture in the custommaps folder. So nothing to worry about even if your .tex file is tiny - it is supposed to be.