Multiple textures
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DeadEdJ
Multiple textures
Is it possbile to have different textures for the same ODF? If so, how?
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Qdin
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RE: Multiple textures
I actually have NO idea, but I dont think so - because what would it help...? the Textures is just the surface of the model, so if you have 2 textures, you'll ONLY see the one "on top"/last added texture. am I right? or else: Correct me
C ya - but tell me why you ask
C ya - but tell me why you ask
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DeadEdJ
I have two parts to my map; an industrial CIS docking bay, and a clean Republic temple-type-place. I want to use the bespin models from cloud city, and have already darkened the textures. I was wondering if there was something you could put in a new odf to tell it to use the same msh, but replace each dirty texture with a shiny white one.
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Qdin
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so... you JUST want to give it ANOTHER texture...? lol - instead of darken it, brighten it up
lol
but I honestly dont know what you mean, except; that you want to give it a new texture, right?
and is it, so the texture changes, if you hit in the head? like burnt holes in the suit? or what? hey, THAT would be cool
hmm... tell again what you mean... and make a HUGE post about it
ok?
C ya
but I honestly dont know what you mean, except; that you want to give it a new texture, right?
and is it, so the texture changes, if you hit in the head? like burnt holes in the suit? or what? hey, THAT would be cool
hmm... tell again what you mean... and make a HUGE post about it
C ya
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DeadEdJ
Sorry if i didn't make myself clear enough.
This is where the CIS start in my map:

Notice the buildings' textures are dirty. These buildings (some of them) use the mshs from Bespin cloud city, and use textures which I darkened.
This is where the Republic start in my same map (MAJORLY UNFINISHED):

I would like to scatter some of the Bespin buildings around, such as the one highlighted in the pic, but they will be dark, and look out of place, due to the textures being dark.
So basically, I would like the Buildings in the first pic to load the dark textures, and the buildings in the second to load light textures, but currently, they load the same texture file. So if bes_main_01.tga (or whatever it is) is brown, both buildings are brown. If it is white, as default, both are white.
Comprendez?
This is where the CIS start in my map:
Notice the buildings' textures are dirty. These buildings (some of them) use the mshs from Bespin cloud city, and use textures which I darkened.
This is where the Republic start in my same map (MAJORLY UNFINISHED):
I would like to scatter some of the Bespin buildings around, such as the one highlighted in the pic, but they will be dark, and look out of place, due to the textures being dark.
So basically, I would like the Buildings in the first pic to load the dark textures, and the buildings in the second to load light textures, but currently, they load the same texture file. So if bes_main_01.tga (or whatever it is) is brown, both buildings are brown. If it is white, as default, both are white.
Comprendez?
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Saturn_V
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The texture references are held in the msh file, not the odf, so you need two msh files each having a corresponding odf file.
Make a copy of the msh files of the buildings that you want to have different textures, change the file names (like append _L and _D to them or something) then you need to edit the msh file for the buildings with a hex editor; search the file for .tga references and change the texture filename to something else. Be careful not to change the total length of the filename because that will corrupt the file, so if the texture referenced is, say, "bes2_build_city04.tga" you could change it to "bes2_build_mytexL.tga" but not to "building_light.tga". Finally copy and edit the building's odf, have one to call the light colored building and one to call the dark colored one.
Make a copy of the msh files of the buildings that you want to have different textures, change the file names (like append _L and _D to them or something) then you need to edit the msh file for the buildings with a hex editor; search the file for .tga references and change the texture filename to something else. Be careful not to change the total length of the filename because that will corrupt the file, so if the texture referenced is, say, "bes2_build_city04.tga" you could change it to "bes2_build_mytexL.tga" but not to "building_light.tga". Finally copy and edit the building's odf, have one to call the light colored building and one to call the dark colored one.
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Chamboozer
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Leviathan
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DeadEdJ
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Qdin
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Leviathan
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Saturn_V
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Like I said... if you want to change the textures for an existing msh, you need to hex edit it.then you need to edit the msh file for the buildings with a hex editor
Your other option is to use Bconstructor and get it into a 3D program, change the textures there, then bang it back into msh format through BConstructor. If that doesn't make any sense to you, go the hex edit route. Use the Search forum function, there's quite a bit of hex editing info here.
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DeadEdJ
Yes, I have tried Bconstructor, but it doesnt work too well. This is what happened when I just pulled a staircase into and straight out of milkshape3d with bconstructor:

So I guess I'm stuck with hex editing. All I want to know is whether it is hard or not to do this. Will it be as easy, as say, looking through the msh and replacing all the lines which say one texture, with another texture (I dont even no if hex editing has lines, but you get the idea), or will it all be in a complicated code. Because I'm only doing this for a few buildings, and I dont want to spend long doing this, if it is going to be complicated. I'm not lazy, i'm just efficient.
So I guess I'm stuck with hex editing. All I want to know is whether it is hard or not to do this. Will it be as easy, as say, looking through the msh and replacing all the lines which say one texture, with another texture (I dont even no if hex editing has lines, but you get the idea), or will it all be in a complicated code. Because I'm only doing this for a few buildings, and I dont want to spend long doing this, if it is going to be complicated. I'm not lazy, i'm just efficient.
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Leviathan
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Otherwise, search for the name of the texure associated to a model in the hex-editor, and replace all occurrences by the name of the texture you want to apply to your 3D model... (Try with and without the *.TGA extension...)
Last edited by Leviathan on Sat May 21, 2005 12:29 pm, edited 1 time in total.
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DeadEdJ
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Saturn_V
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Leviathan
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Qdin
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congratulations
lol
hey, that Hex-editing, whats THAT??? I tried the Ultra-Edit (someone said, that I should use THIS program, or what?) but its just another Text-program, so I want to know what/why/how I can use that Hex-Editing, please...? people mention it over, and over, but I never understood it (because I was directed to a Text-program, and I dont think its the right program)
well, I'm just currious - and if you explain it:
This is my third year in shool with English, so PLEASE dont use TOO many fancy words
ok? thnx
and if you use things like mentioning things like: .ODF's, mision.LUA's, and/or another kind of programming thing, please explain it (or else I wont get it, lol)
thanks
C ya
hey, that Hex-editing, whats THAT??? I tried the Ultra-Edit (someone said, that I should use THIS program, or what?) but its just another Text-program, so I want to know what/why/how I can use that Hex-Editing, please...? people mention it over, and over, but I never understood it (because I was directed to a Text-program, and I dont think its the right program)
well, I'm just currious - and if you explain it:
This is my third year in shool with English, so PLEASE dont use TOO many fancy words
and if you use things like mentioning things like: .ODF's, mision.LUA's, and/or another kind of programming thing, please explain it (or else I wont get it, lol)
thanks
C ya
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Leviathan
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As for me, I use Hex Editor instead of Ultra Edit...
Next, we can not explain you all the hex-edition... You must specify what you want to do using it...
Next, we can not explain you all the hex-edition... You must specify what you want to do using it...
