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3rd December 2003, 12:52pm
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#1
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Squaddie ![]() Group: Members Posts: 14 Joined: November 2003 Member No.: 3,062 |
And export? I followed the very basic instructions in a thread in the official forums, but nothing seems to work. :-x I wanna make customs uniforms for my mercs! :-x
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3rd December 2003, 12:57pm
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#2
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Lieutenant ![]() ![]() ![]() ![]() Group: Retired Staff Posts: 498 Joined: September 2003 From: Adelaide, Australia Member No.: 2,918 |
Talk to LotekK.. he seems to have got this stuff sussed. In fact i think he even did a custom uniform already !
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3rd December 2003, 6:16pm
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#3
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Sergeant ![]() ![]() ![]() Group: Members Posts: 85 Joined: October 2003 Member No.: 3,128 |
Well, I wouldn't quite call it a custom uniform.
Anyways, I owe a great deal of thanks to son_ix for figuring out the fubar'd batch file. Anyways, until the auto-batchfile thing gets fixed, here's the procedure: 1. Create/modify texture, save in source folder (specified in editor prefs) as TGA 2. In editor, create new item under "Textures" tab 3. Click "srcname" and locate your TGA file 4. Select image type (dropdown box) * 5. Select format (dropdown) # 6. Right-click on the new texture (left panel) and hit "export". 6a-c are for those of you whose path to Silent Storm contains spaces 6a. Go to your system temp folder and locate "texture_export.bat" 6b. Edit the file: enclose all paths in quotes, and change any "" to single backslash. Save and run. 6c. Back to the editor, right click on the texture again, and hit "export (overwrite). 7. Et voila. Brand spanking new texture for you to play with. Now in order to use these textures on models and such, you will have to create a new material. * Most times you can get away with "ordinary". The only other one I've played with is "bump". Essentially what that does is convert a greyscale bumpmap into an RGB normal map for use in the game. If the file you're importing is already an RGB normal map, then just import as "ordinary" # The first 4 sets of numbers simply indicate the number of bits per channel of RGBA. The next 5 instruct the editor to convert the textures to DXT before importing Cheers, and let me know if you need any clarification. |
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3rd December 2003, 9:28pm
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#4
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Squaddie ![]() Group: Members Posts: 6 Joined: November 2003 Member No.: 2,959 |
I dont understand at all.
Where do I get the initial texture to alter in the first place? |
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4th December 2003, 12:55am
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#5
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Sergeant ![]() ![]() ![]() Group: Members Posts: 85 Joined: October 2003 Member No.: 3,128 |
Well, unfortunately the original textures aren't actually available (there are no tools to extract them from the .res files). There are a couple of sample textures in the "source" folder, and for the rest you can actually load them up in the editor and take a screenshot of them. Alternatively, create them from scratch.
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4th December 2003, 2:10am
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#6
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Lieutenant ![]() ![]() ![]() ![]() Group: Retired Staff Posts: 498 Joined: September 2003 From: Adelaide, Australia Member No.: 2,918 |
I know.. yet another sticky! But I want these useful mini-tutorials to be found by as many people as possible.
Maybe I should unsticky something .. hmmmm |
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31st January 2004, 9:08pm
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#7
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Squaddie ![]() Group: Members Posts: 6 Joined: September 2003 Member No.: 3,278 |
Ok I am trying to create some textures for some new models I created and everytime I try and create one the image hieght and width are always 0. Even when I try and create a new texture using the example one that came with the game it still says the size is 0. Any know the answer?
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13th February 2004, 7:24am
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#8
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Squaddie ![]() Group: Members Posts: 2 Joined: February 2004 Member No.: 3,223 |
The co-founder of the mod I'm working on has written This MMP->TGA converter for an easy way to change the textures into an editable format
To get to the MMP files, you'll need This extracter to decompress the .res files. |
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9th February 2006, 11:48am
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#9
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Squaddie ![]() Group: Members Posts: 2 Joined: February 2006 Member No.: 4,342 |
The co-founder of the mod I'm working on has written This MMP->TGA converter for an easy way to change the textures into an editable format To get to the MMP files, you'll need This extracter to decompress the .res files. Could someone be so kind as to re-source the the MMP->TGA converter? The above link is dead. Thanks |
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9th February 2006, 12:18pm
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#10
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
Could someone be so kind as to re-source the the MMP->TGA converter? The above link is dead. Thanks Done -------------------- |
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11th February 2006, 12:39am
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#11
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Squaddie ![]() Group: Members Posts: 2 Joined: February 2006 Member No.: 4,342 |
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13th August 2006, 2:26pm
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#12
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Squaddie ![]() Group: Members Posts: 1 Joined: August 2006 Member No.: 4,754 |
Well, actually, it is not question of res or what ever, but juste about size;
I explain: you should follow the same steps as LoTek said, however, instead of using TGA, I advise you to use BMP!!! Enjoy it PS: I advise you tu use Combat Mission uniforms, they are absolutely "sexy", and suitable for the |
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