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Override Texture List
Posted: Sun Oct 28, 2007 12:59 pm
by wazmol
im sure this has been asked before but the search function on this site seems to not be running smoothly, anyway to point, i beleive there is a limit to the sides you can have in your sides folder and therefore lua, for example rep, cis, all, imp, snw ECT.
can someone tell me what the limit is?
thanks in advance
-Waz
New Question, Check Third Post!
Re: Number Of Sides
Posted: Sun Oct 28, 2007 1:02 pm
by EGG_GUTS
I'm not sure what it is but I know 13 isn't cuz that's how many my GT map had.
Re: Number Of Sides
Posted: Sun Oct 28, 2007 2:36 pm
by wazmol
Thanks EGG'!
New Question
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Can someone give me the link to the list of units that can have override texture?
yet again, a searching problem...
thanks in advance!
-Waz
Re: Override Texture List
Posted: Sun Oct 28, 2007 2:49 pm
by Death_Commando
I think that every unit can have override texture :vader2:
Re: Override Texture List
Posted: Sun Oct 28, 2007 2:58 pm
by Commander_Cody771
Yeah I think that all units can. I do that all the time.
Re: Override Texture List
Posted: Sun Oct 28, 2007 3:07 pm
by Syth
What are you all on? Only some models have an override texture. I know the Phase I clone, ARC trooper, B1 Battledroid, Rebel Commando, Rebel Vanguard and the standard jedi do.
Re: Override Texture List
Posted: Sun Oct 28, 2007 3:17 pm
by Maveritchell
Death_Commando wrote:I think that every unit can have override texture :vader2:
Not so. Like Syth said, only some units can have override textures because the model has to be enabled for them to. Mostly the units that have skin variations within the game (E.g. Rebels that use different camo skins, battledroids that are all reskins of each other) are the ones enabled for override textures.
But why is there a concern about needing override textures?
Re: Override Texture List
Posted: Sun Oct 28, 2007 3:19 pm
by RepSharpshooter
Dunno what exactly constitutes it. It could be that the MTYP is 1 instead of 4. I'll test it.
In Riley's msh reference it has that 1 = a skin and 4 = a static mesh, so this may make sense.
Re: Override Texture List
Posted: Sun Oct 28, 2007 3:20 pm
by authraw
Yeah, it's most certainly not
all models. The vast majority of the rebels do, though. I don't know if anyone has ever compiled a list anywhere.
EDIT: Mav beat me!
Overriding textures can save space if you need to have a bunch of units that are just reskins of each other. That way you don't have to include several copies of the same msh.
EDIT2: What is this, international post while Authraw is typing day?

Re: Override Texture List
Posted: Sun Oct 28, 2007 4:10 pm
by RepSharpshooter
O hi, I figured out how to add override textures.
I don't have much time to write a complete tutorial at this minute, but all you have to do is hex-edit the MODL name to override_texture. Also, the bone_root's parent model has to be renamed from rep_inf_ep3trooper or whatever it was to override_texture. And as the rule for hex-editing names, it has to fit in the bytes allocated by the null terminated string. You could hex-edit the size integers at the beginning of the NAME, HEDR, MSH2, and MODL chunks to allocate more space, but that'd take a lot of work

Re: Override Texture List
Posted: Sun Oct 28, 2007 5:06 pm
by EGG_GUTS
Gungans, can too. I'm not sured but I think Naboo Guards, Ewoks, and Wookies can too.