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Posted

Ok I just need to learn how to do one more thing. Make new textures for units and buildings. I need to know what I need to have in order to do this, and how it is done. I can mod and make new icons now, so I guess this is the last thing I need to learn to do before I become self-sufficient (hopefully!) I couldn't seem to find any threads in here that talked about making new textures specifically, so I'd appreciate any help that anyone can offer.

Posted

hehe, textures, my area. :P You need duneex2, extract all of the files from 3DDATA0001.rfh into a folder. Then find a good photo editor like Adobe Photoshop or Paint Shop Pro, and open the =G_Infantry_256.tga file, in there is most of the textures for infantry. Recolor whatever you want. I am releasing a file soon that contains a coding for the =G_Infantry file, that says what each square is. :) If you want to open units, look for AT_HK_Patch_256.tga, the might be high low and medium files also, these are for the different settings you have on emperor. So if you change one, you really have to change them all. Ordos tanks are I think OR_IN_Patch_256.tga, (i am writing this off of the top of my head). Then once you are done recoloring them or do whatever you want with them, save them as 24-bit, RLE compressed True Vision Targa images, don't change the filename, and save them in EmperorDat3ddataTextures, and you should be all set.

Posted

you also need a good hex program to open units xbf in there xbf u direct the units to use the tga file belong to them so you can rename the tga file that way you do a new units textures...

Posted

If you don't change the filename, how would you create a texture for a new unit (say you want a blue colored laser tank) but leave the original laser tank unchanged?)

You always have to make a new XBF and a new texture if you want to leave the original unit intact.

Posted

Xbf? How would I make a new Xbf? I saw somewhere that an Xbf file is a 3d model of a unit, but how on earth would I make a new one? I've downloaded the xbf viewer, but don't have a clue what I'm doing. How would you make a new xbf, and textures, and then assign them for use by a new unit? ???

Posted

download a hex editor, then open the xbf file you want to edit, scroll down till you find the texture file names, then edit them, but make sure that you keep the same filename length, or else it will crash emperor.

Posted

download a hex editor,

Umm, hex editor? Where can I download one and what is it called? ??? (Sorry, but I know nothing about hex and all this stuff...)

go to download.com and search for hex editor, alot will show up.

Posted

here is some link to a good hex program they say its free to try and 50$ to buy but so far i didnt registered and nothing happend ??? and i hope nothing will happend ;D any way heres the link:

Hex WorkShop

Posted

cygnus is what i use and have used for a long time. But lately I have had some problems with it. I recommend Hex Workshop. But Cygnus is also good.

Posted

open the =G_Infantry_256.tga file,

Ok I opened that with Paint Shop Pro as well as =OR_IN_Patch_256.tga and all I see are lots of flashy colors that appear to be in divided 'squares'. I can't recognize what the colors correspond to on units or structures etc etc. Also, I need to know what I have to do to make a new Xbf and along with a new texture, and make a unit use the new Xbf(s) and textures without changing the original units.

Posted

well, i am almost finished with a file that tells you where each square goes to. for the xbf information till i am done with my site, go to geocities.com/nemafakei there is info there. But I will have more detailed stuff soon.

Posted

well, i am almost finished with a file that tells you where each square goes to. for the xbf information till i am done with my site, go to geocities.com/nemafakei there is info there. But I will have more detailed stuff soon.

Yes I've been there and it did help me a little. I basically took screenshots of all the text on the site regarding texturing. :P

ixianmace also youdd better know that the blue effect on the squares is the color of the unit by house color get it?

Yes it said that on Nema's site. But thanks anyway.

Posted

Ok it's pretty clear to me now that I'm getting this whole texturing thing wrong, because although I successfully made a new texture and got a gun turret to use it while the rest of the structures were untouched, when the turret was severely damaged it became transparent!! :O ??? Could someone just make a texture of a building (complete texture for all the settings, including the damaged textures) as an example for me to look at? I'm not sure which files I should edit specifically. The files range from (name)HO.xbf, (name)H1.xbf (name)MO.xbf etc, etc.

Posted

Ok I need to know some things in specific and clear detail:

How do you make a new xbf, and assign a new unit that xbf so that it uses a different texture, but leaves the original units and structures unchanged?

Also, I have managed to make my new units 'talk' with unit responses, but somehow I can't change the way their weapons sound when fired. How would I make a new unit that uses the AA Trooper aspect, make a sound like a deviator firing?

I know I really shouldn't be asking, but I've tried to figure these things out over the past few days and I haven't been able to.

Posted

look in the first page of the CR2 topic here to learn about the xbfs and textures

as for the sounds, each xbf contains the names of the sounds it calls.

for instance the sniper calls [riflesingleshot], this name (without the brackets) will be contained in the XBF. change this and then create a new sound in the relevant SFX txt file. call it say [Qiflesingleshot] and simply give it what attributes you want.

Posted

So if I wanted a sniper that looked different, but didn't want to change the original sniper, I'd copy the original sniper xbf file, (e.g. AT_SniperHO.xbf) and hex edit it so it refers to the modified texture, then save it as a different name and refer to it in the artini?)

So I would refer to the modified xbf in the artini as:

xaf = AT_WGunmanHO.xbf

Is this correct? ???

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