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Thread: This is what texture files look like

  1. #1

    Default This is what texture files look like

    As its posting may have been a little obscure:

    https://forums.totalwar.org/vb/showthread.php?t=74083




    border_horse.xml
    Code:
    <Model>
    	<Type>Border_Horse</Type>
    	<BoneMap>unit_models\BoneMaps\soldier_bone_map_new.xml</BoneMap>
    	<AttachmentSet>unit_models\AttachmentSets\Final Kite.attSetXML</AttachmentSet>
    	<AttachmentGroups>
    		<Group>Cav Spear</Group>
    		<Group>Sword Secondary</Group>
    	</AttachmentGroups>
    	<Meshes>
    		<Mesh>
    			<FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod0.gr2</FileName>
    			<Distance>11</Distance>
    		</Mesh>
    		<Mesh>
    			<FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod1.gr2</FileName>
    			<Distance>30</Distance>
    		</Mesh>
    		<Mesh>
    			<FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod2.gr2</FileName>
    			<Distance>50</Distance>
    		</Mesh>
    		<Mesh>
    			<FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod3.gr2</FileName>
    			<Distance>80</Distance>
    		</Mesh>
    	</Meshes>
    	<Torch>
    		<Bone>bone_lhand</Bone>
    		<OffsetX>-0.09</OffsetX>
    		<OffsetY>0.0</OffsetY>
    		<OffsetZ>0.0</OffsetZ>
    		<WorldOffsetX>-0.35</WorldOffsetX>
    		<WorldOffsetY>0.8</WorldOffsetY>
    		<WorldOffsetZ>0.6</WorldOffsetZ>
    	</Torch>
    	<Textures>
    		<Texture>
    			<Diffuse>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_scotland.tga</Diffuse>
    			<Normal>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_normal.tga</Normal>
    			<Sprite>unit_sprites\scotland_Border_Horse_sprite.spr</Sprite>
    			<Faction>scotland</Faction>
    		</Texture>
    		<Texture>
    			<Diffuse>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_rebels.tga</Diffuse>
    			<Normal>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_normal.tga</Normal>
    			<Sprite>unit_sprites\slave_Border_Horse_sprite.spr</Sprite>
    			<Faction>slave</Faction>
    		</Texture>
    	</Textures>
    	<Skeletons>
    		<Skeleton>
    			<Mount>Horse</Mount>
    			<Primary>MTW2_HR_Spear</Primary>
    			<Secondary>MTW2_HR_Non_Shield</Secondary>
    			<PrimaryAttachment>MTW2_HR_spear_Primary</PrimaryAttachment>
    			<SecondaryAttachment>MTW2_Sword_Primary</SecondaryAttachment>
    		</Skeleton>
    	</Skeletons>
    </Model>
    For more details see the thread - WARNING Advanced Modders only (it makes my head hurt )
    https://forums.totalwar.org/vb/showthread.php?t=74083
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  2. #2

    Default Re: This is what texture files look like

    Ha, great posting! At least we can see how they have put the texture parts on the main texture So it seems, that all armour variations use one texture

    It's interesting that in the xml file converter is only calling for lods' model files - from that we can assume that all unit model variations, including the random heads sa well as upgraded armor models are one scene. I wonder how the engine calls which models to use

    From the bad things, it seems, that headgear is not separately attached to the soldier (like shield and weapons), so it may be hard to bash some new models by using different bodies and different helemts (like making spearmen use polish noble's helmet instead of the current one etc)

  3. #3
    Member Member Ozzfest20's Avatar
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    Default Re: This is what texture files look like

    So, what about modelling and texturing tools? Are they available?
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  4. #4

    Default Re: This is what texture files look like

    Until there is a big flashing neon sign on this forum saying 'Download your model/texture tools here!' assume not.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  5. #5

    Default Re: This is what texture files look like

    Quote Originally Posted by =Omni=
    It's interesting that in the xml file converter is only calling for lods' model files - from that we can assume that all unit model variations, including the random heads sa well as upgraded armor models are one scene. I wonder how the engine calls which models to use

    From the bad things, it seems, that headgear is not separately attached to the soldier (like shield and weapons), so it may be hard to bash some new models by using different bodies and different helemts (like making spearmen use polish noble's helmet instead of the current one etc)

    Yeah thats what im wondering too, i was expecting some sort of modular system for different body parts but if every unit has its own model then there is a lot of duplication involved.

  6. #6
    Member Member Musashi's Avatar
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    Default Re: This is what texture files look like

    Gah... Textures... so simple to modify... yet dangled just out of reach!

    *Musashi jumps up and down trying to reach the texture files*
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  7. #7
    Man-at-Arms Member Dave1984's Avatar
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    Default Re: This is what texture files look like

    So how are these .texture files opened for editing?

  8. #8
    Member Member Musashi's Avatar
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    Default Re: This is what texture files look like

    ^^ What he said! ^^

    Please someone tell me, I'm gonna do good things with the info :D
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  9. #9

    Default Re: This is what texture files look like

    The GrumpyOldMan in this thread has written how to convert the texture files to dds ones. However, we can only conver them to dds, but not back, hence you cannot make any modifications to them.

    How to do it?

    1. copy the file!
    2. open the texture file in hex editor
    3. delete the first 48 bytes (if you don't want to count the bytes, just delete everything until it's written DDS (IN CAPITALS!;first one - in the beggining of file, and NOT in capital letters has to be deleted)
    4. rename the file from texture to dds
    5 And Voila!
    Last edited by =Omni=; 12-15-2006 at 20:32.

  10. #10
    Member Member Musashi's Avatar
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    Default Re: This is what texture files look like

    Gah... Can't convert back?

    Oh well... At least I can finally get started making the extra textures I need... I'll have them ready to go when someone figures out how to convert them back *grumbles*

    EDIT: Oof. It's actually worse than I thought... The textures are basically there for most units to be colored to various factions... BUT we'd have to be able to compile our own battle_models.modeldb file to make them work...

    Damn... That's just ruined my whole day...
    Last edited by Musashi; 12-15-2006 at 20:47.
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

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