in the units_model folder...
i dont saw the models_strat folder... Is there? :/
Printable View
in the units_model folder...
i dont saw the models_strat folder... Is there? :/
Ohh Thank You !!! ;)
My first skin :
https://img261.imageshack.us/img261/...00copiark5.jpg
Thank you thelonewolf40 !!!
Hello,
please someone help me, I am totally new in modding and I wanted to change some unit colours, I have photoshop, I got those texture/ddl converters, I tested them on some textures that I downloaded from internet and they work. The only problem is that I cant find the textures in my Medieval 2 total war folder. How can I come to those texture files? For example, how do I find texture file for general's unit? Do I have to have another program that can extract those texture file from some other files?
I'm new to modding M2tw, but did you unpack everything? If you are having problems, I would suggest you look at the Setting up M2tw for modding guide. If you do everything in that, it should work.
welcome to the Org.
Do you need winrar to download the converter? I can't seem to be able to extract it and was wondering if this was the case?
Hi can anyone tell me why it is imposable to extract the texture converter once I have downloaded it. Thanks.
Alpaca u r a genious ...... just what I've been searching 4 will post a screeny when I do my thing... I'm a newbie :smash: so dont expect it tomorrow.
thanks !!!!
Hello everyone,
I'm having a problem with the texture converter. Everytime I try to run it, it gives me the "Press any key to continue" command. As instructed, I press any key (normally the enter key) and the window closes, without any changes.
More information (I assume this can help): I am running convert_all_textures.bat, I have python, and the file is texture_converter_01 in my data file.
Ideally, you'd set up a working folder in which you copy the tool and the textures you want to convert.
I'm not 100% sure what could happen for you, if it doesn't present you with an error message it should run fine. Are you sure you don't have any converted files in your subfolders (where the appropriate .texture files are)?
Got it to work!
Is there a .dds plug in for GIMP?
Totally new to the MTW world and I am trying my hand at modding since I seem to have a knack for graphics and photoshop..
But first and most importantly, I have to say THX to Alpaca for all of his unheralded work and advice(as well as patience....I have been reading these forums and I am shocked at the rudeness and selfishness of some people.) Love ya for all your time and creativeness:2thumbsup:
My question is.....Does it matter which dxt1 format I save in? One is 'no alpha' and the other '1 bit' I believe. My attempts at texture overlay editing renders me an 'all or nothing' kinda look. The changes are too subtle or the units look like they were wrestling in paint. I was wondering if this was a particular way that DX renders it's overlays or what was really happening....
Any advice or suggestions would be greatly appreciated and rewarded anyway I can.
Thx again,
~=]o Storm
Awww, shucks ~:mecry:Quote:
Originally Posted by S+ORM8R!NG3R
I don't really know. The converter only does what some people did manually before which is strip the file header and rewriting it when you reconvert.Quote:
My question is.....Does it matter which dxt1 format I save in? One is 'no alpha' and the other '1 bit' I believe. My attempts at texture overlay editing renders me an 'all or nothing' kinda look. The changes are too subtle or the units look like they were wrestling in paint. I was wondering if this was a particular way that DX renders it's overlays or what was really happening....
Any advice or suggestions would be greatly appreciated and rewarded anyway I can.
Thx again,
~=]o Storm
I think you should always use the version that contains an alpha layer, but you can also try with DXT5
Hi
I need to know ; (after editing the original dds file with adobe) ...and saving the file to a new dds (modified), which option to check in nvdia box option :dizzy2:
where it says by default DXT1 RGB 4 bpp | no alpha (is that correct ?)
because the file I save is Half smaller than the original one .
thanks
If you need the alpha (transparency) information, save as DXT5 - otherwise save as DXT1Quote:
Originally Posted by kungfuserge
The game understands both formats, as does the converter.
Hi.
Thanks Alpaca by this great tool.
I've used it several times with no problems, but now when I try to convert a texture I get an error message like this (it is translated from Spanish and perhaps it is not exact):
Unable to find MSVCR71.dll
Perhaps the reinstallation of the application would solve this problem.
Which application? Python?
I don't remember what I did from the last time I used the converter, but probably I installed the last Nvidia plugins (dds and nomal maps). Can it be the origin of the problem? How can I solve this?
Thanks in advance. :2thumbsup:
Edit: I've solved this problem by copying this file in system32 from other directory.
Hi.
I cant dl the " texture/dds converter" file from the link.
Consideringits been a while since the file "release" date, Id like to know if you have deleted it. Can I find it anywhere else pls? Or is it my fault I cant dl it? :help:
Yeah looks like the link is down. I updated the first post with a link to the TWC:Quote:
Originally Posted by Vasileiosthe2nd
http://www.twcenter.net/forums/downl...o=file&id=1347
Dammit, you are almost always here and there to help others. Many kudos for ya alpaca, I really appreciate what you "efforts" and thank you.
How would I add a banner to the Normans, rather than editing the one they already use, as that would mean changing the English banner ingame as well?
EDIT: I've made a new banner for the normans, converted it to texture file, put it in the right folder. But how do I set the normans to use this rather than the English banners?
EDIT: Never mind got that working. Now I need to sort out how to edit the faction icon that appears when selecting a faction for campaign/custom battles...
Hi
I'm converting some of my old RTW models to M2TW.
It seems that there's something wrong with alpha channels, since it remains a sort of black border around the pieces cut with alpahs ...do you know a way to resolve that problem? ...maybe something related to the options to check using nvidia dds plug-in?
Thanks in advance.
Sorry, I have no idea really. I didn't work with graphics a lot.
doesn't work for me! i have python and after running any of the bats it says pause and press any key to continue. :help:
I have the same problem as Methyl Orange. I have no .py file in the directory either, how do I create / find that?
I can't edit posts for some reason, but anyway, scratch the last post, I do have the .py document, but when I run the batch file, python doesn't open, and it just says pause and press any key to continue... What do I do!?!?!?! D:
I'm not sure whether this thread is abandoned or not, but I figured out how to fix this issue.
Problem is related to path in Python script used by Batches in order to either convert to DDS or to texture. Argument which represents path is initialized with '' and that gives no sense during execution, so you get an error.
I edited script and fixed everything. Grab it:
Then replace contents of your script with this one and use converter as usual.Code:# texture_converter.py version 0.1 (c) 2006 Stefan Reutter (alpaca)
import sys
import struct
import os
import math
def convertTextureToDDS(path):
f = open(path + '.texture', 'rb')
fw = open(path + '.dds', 'wb')
content = f.read()
fw.write(content[48:])
f.close()
fw.close()
def convertDDSToTexture(path):
f = open(path + '.dds', 'rb')
content = f.read()
init = [0x01000000, 0x30000000, 0x00000000]
# note: attachment sets don't seem to be used
normHeader = [0x0044E212, 0x00986212, 0x03C0DA12]
fill = [0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x56, 0x3A, 0x7C, 0x03, 0x00, 0x00, 0x00]
dxt = -1
size = content[12:16]
if content[84:88] == 'DXT5':
dxt = 16384
elif content[84:88] == 'DXT1':
dxt = 4096
if dxt == -1:
print 'File '+path+' could not be converted'
else:
fw = open(path+'.texture','wb')
for i in init:
fw.write(struct.pack('>i', i))
fw.write('dds')
for i in normHeader:
fw.write(struct.pack('>i', i))
fw.write(struct.pack('h',dxt))
for i in fill:
fw.write(struct.pack('>b', i))
fw.write(size)
fw.write(content)
fw.close()
f.close()
# Main script code
convertAll = False
subdirectories = False
verbose = False
files = []
for i in sys.argv[1:]:
if i.startswith('-'):
i = i.strip('-')
if i.lower().find('type') > -1:
type = i.lower().split('=')[1]
elif i.lower() == 'all' > -1:
convertAll = True
elif i.lower() == 'sub' > -1:
subdirectories = True
elif i.lower() == 't' or i.lower() == 'texture':
type = 'texture'
elif i.lower() == 'd' or i.lower() == 'dds':
type = 'dds'
elif i.lower() == 'v' or i.lower() == 'verbose':
verbose = True
elif i.lower() == 'h' or i.lower() == 'help':
print """alpaca''s MTW2 .texture converter, version 0.1
usage: texture_converter.py [options] files
options:
-all: Converts all files, if this option is supplied, filenames can be omitted
-d,--dds: Convert .dds to .texture
-h,--help: Display this page
-sub: Also convert all files in all subfolders, can only be used with -all
-t,--texture: Convert .texture to .dds (default, can be omitted)
-v: Verbose option, extra output"""
else:
files.append(i)
if type == 'dds' or type == 'd':
if convertAll:
if subdirectories:
# Changed os.walk() arg from '' to os.getcwd() to get working directory.
for tup in os.walk(os.getcwd()):
for filepath in tup[2]:
if filepath.find('.dds') > -1:
files.append(os.path.join(tup[0], filepath.split('.dds')[0]))
else:
# Changed os.walk() arg from '' to os.getcwd() to get working directory.
for filepath in os.listdir(os.getcwd()):
if filepath.find('.dds') > -1:
files.append(filepath.split('.dds')[0])
i = 0
perc = 0
perc2 = 0
for filepath in files:
if math.floor(i*100/len(files)) > perc:
perc = math.floor(i*100/len(files))
if verbose:
print 'Converting file '+filepath+'.dds('+str(i+1)+' of '+str(len(files))+') - '+str(perc)+'%'
elif perc > perc2:
print str(perc)+'% done'
perc2 = perc
convertDDSToTexture(filepath)
i += 1
else:
i = 0
perc = 0
perc2 = 0
x = 0
for filepath in files:
if math.floor(i*100/len(files)) > perc:
perc = math.floor(i*100/len(files))
if verbose:
print 'Converting file '+filepath+'.dds('+str(i+1)+' of '+str(len(files))+') - '+str(perc)+'%'
elif perc > perc2:
print str(perc)+'% done'
perc2 = perc
convertDDSToTexture(filepath)
i += 1
else:
if convertAll:
if subdirectories:
# Changed os.walk() arg from '' to os.getcwd() to get working directory.
for tup in os.walk(os.getcwd()):
for filepath in tup[2]:
if filepath.find('.texture') > -1:
files.append(os.path.join(tup[0], filepath.split('.texture')[0]))
else:
# Changed os.walk() arg from '' to os.getcwd() to get working directory.
for filepath in os.listdir(os.getcwd()):
if filepath.find('.texture') > -1:
files.append(filepath.split('.texture')[0])
i = 0
perc = 0
perc2 = 0
for filepath in files:
if math.floor(i*100/len(files)) > perc:
perc = math.floor(i*100/len(files))
if verbose:
print 'Converting file '+filepath+'.texture('+str(i+1)+' of '+str(len(files))+') - '+str(perc)+'%'
elif perc > perc2:
print str(perc)+'% done'
perc2 = perc
convertTextureToDDS(filepath)
i += 1
else:
i = 0
perc = 0
perc2 = 0
x = 0
for filepath in files:
if math.floor(i*100/len(files)) > perc:
perc = math.floor(i*100/len(files))
if verbose:
print 'Converting file '+filepath+'.texture('+str(i+1)+' of '+str(len(files))+') - '+str(perc)+'%'
elif perc > perc2:
print str(perc)+'% done'
perc2 = perc
convertTextureToDDS(filepath)
i += 1
print 'Done'
I also commented what has been changed.
Enjoy I suppose. ~;)
Welcome to the .Org, and thanks for letting us know your solution.
:bow: