Texture problems(tut)
Posted: Tue Jun 19, 2007 4:53 am
In the manual cleaning thread, someone said that the ony time that you should clean is if you don't like a texture change, but earlier today I was able to replace a new texture with an old one, without cleaning.
So if you don't know how to do it, or just don't want to clean your whole map because you don't like one texture on a unit, here's how I did it. I used the rep_inf_arc_pack_blue in doing this, but I'll show you with the trooper skin.
1)First, delete the .tga that you don't want, rep_inf_trooper.tga, say if it's black and you want the old white back.
2)If you have a .tga editor, which you probably do, otherwise you most likely wouldn't be reading this, open it up, and find the white rep_inf_trooper.tga that you want to put back in the side. Convert it into a different format, I did the .jpg, though any format will work, but keep the name.
3)Then, reconvert it back into a .tga format, and put it back inot the file, replacing the one that you just deleted. What this does is make the texture a newly created .tga, with a newer creation date than the black one, so that the VisualMunge will read the rep_inf_trooper.tga, as opposed to ingnoring it as an unmoddified file.
This came in very handy for me earlier, where, instead of having to clean and remunge, or go and create a new .msh , I was able to fool the VM into thinking I had added something new.
I don't know if someone has already stated something to this effect, but I figured why not share the knowledge that I've gained with everyone, help others out who having been experienceing the same problems. Before I started reading the gametoast forums, I had to create a new dummy map everysingle time that I tried changing an old skin, which was a huge pain, and caused a lot of errors with mix-ups. I had to restart my entire side mod once because I munged the wrong side, and when I went to fix an error, I tampered with teh wrong side in the wrong dummy map. So this is a big help to me, easy and fast.

So if you don't know how to do it, or just don't want to clean your whole map because you don't like one texture on a unit, here's how I did it. I used the rep_inf_arc_pack_blue in doing this, but I'll show you with the trooper skin.
1)First, delete the .tga that you don't want, rep_inf_trooper.tga, say if it's black and you want the old white back.
2)If you have a .tga editor, which you probably do, otherwise you most likely wouldn't be reading this, open it up, and find the white rep_inf_trooper.tga that you want to put back in the side. Convert it into a different format, I did the .jpg, though any format will work, but keep the name.
3)Then, reconvert it back into a .tga format, and put it back inot the file, replacing the one that you just deleted. What this does is make the texture a newly created .tga, with a newer creation date than the black one, so that the VisualMunge will read the rep_inf_trooper.tga, as opposed to ingnoring it as an unmoddified file.
This came in very handy for me earlier, where, instead of having to clean and remunge, or go and create a new .msh , I was able to fool the VM into thinking I had added something new.
I don't know if someone has already stated something to this effect, but I figured why not share the knowledge that I've gained with everyone, help others out who having been experienceing the same problems. Before I started reading the gametoast forums, I had to create a new dummy map everysingle time that I tried changing an old skin, which was a huge pain, and caused a lot of errors with mix-ups. I had to restart my entire side mod once because I munged the wrong side, and when I went to fix an error, I tampered with teh wrong side in the wrong dummy map. So this is a big help to me, easy and fast.