I have heard that this has happened to other people, but I haven't heard how to fix it:
I created a new side with some edited textures for the clones on my Hypori map. However, when I play the map, these modded units show up solid black , not effected by lighting or anything. New weapons and first person stuff show up fine (but I called upon shipped files for those).
Other people's modded units show up fine when I play... so what is wrong with mine? I renamed the texture pln_inf_trooper.tga, but it has the same number of characters as the original, so it should work!
Exclamation wrote:I have heard that this has happened to other people, but I haven't heard how to fix it:
I created a new side with some edited textures for the clones on my Hypori map. However, when I play the map, these modded units show up solid black , not effected by lighting or anything. New weapons and first person stuff show up fine (but I called upon shipped files for those).
Other people's modded units show up fine when I play... so what is wrong with mine? I renamed the texture pln_inf_trooper.tga, but it has the same number of characters as the original, so it should work!
Just renaming the texture file will not work. You either have to hex-edit the msh file to look at the new texture (but the names of the tga files must be the same number of characters) or try putting in your odf a line that says:
OverrideTexture = "yourtexturefilenamehere"
if there are two parts to the texture on the model (like the arc trooper) you must also add:
NegativeSmiley wrote:All I can say is don't rename them and then try it.
Wouldn't that cause a conflict with the Shipped Assest? Worth a try, anyways...
I already had the .odf files calling to Override Texture, so that doesn't help.
I also have the three units in question sharing meshes and textures. Do I have to make a different copy for each file? (This probably won't solve the blackout, since the medic texture is only called by one unit, and that one is also blacked out).
SteveK14 wrote:Are you using the same msh file for all three units? The msh file calls the texture. Is the tga texture file in uncompressed format?
The units that share the mesh share the same texture as well. When I saved the .tga's after editing them, I didn't choose to compress them. Should I have?
SteveK14 wrote:Are you using the same msh file for all three units? The msh file calls the texture. Is the tga texture file in uncompressed format?
The units that share the mesh share the same texture as well. When I saved the .tga's after editing them, I didn't choose to compress them. Should I have?
Okay, then my .tga's weren't encoded, so that isn't the problem.
According to the "Adding a new side" tutorial I followed, I was supposed to change the texture name so it didn't conflict with the shipped files. If I change the texture name in my mod's side folder to, say, rep_inf_trooper.tga, won't that cause a conflict? Or could I just go into the .msh file on notepad and change where it says rep_inf_trooper.tga to the texture I want?
Exclamation wrote:Okay, then my .tga's weren't encoded, so that isn't the problem.
According to the "Adding a new side" tutorial I followed, I was supposed to change the texture name so it didn't conflict with the shipped files. If I change the texture name in my mod's side folder to, say, rep_inf_trooper.tga, won't that cause a conflict? Or could I just go into the .msh file on notepad and change where it says rep_inf_trooper.tga to the texture I want?
msh files cannot be edited with notepad. you need to hex-edit them. And they need to be the exact same size when finished. Which means that if it references a tga file called "all_inf_soldier.tga" the name must be the same number of characters as all_inf_soldier.tga. alx_inf_soldier.tga is an axample of what works. Change one character. HHD software has a free hex editor to download. have the odf look for your renamed msh, which includes the call to the renamed tga file and load from your side folder in the lua.
So, in order for the .msh to use the right texture, do I have to use a hex editor, or can I just rename the new texture to the same name that the .msh calls for?
either way should work. But if you load a texture that is in the shipped level units, make sure you don't load the assets for that unit. Like if you want to replace the rebel soldier with a rebel assault unit. In the lua, make sure you don't load the all_inf_basic which will load the assets for the soldier from the shipped level which will conflict with your DC loaded one of the same name. thus is the recomendation to change the names of the files.
RDST wrote:I have had that problem before but my solution was ingame not in BF builder:
go into your video options and increase the range and the bar under it and that should do it.
Well, I guess I could try that. But the thing is, everyone else's retextured units (such as on that JEDI TRAINING HALL map) show up fine. It is only the units I have added in my own map that show up solid black.
Through trial and error, (munging the whole map again after a slight change, which didn't fix it, then repeating... many times) I got it to work. Turns out that the plain clone texture was probably the problem (accidentally compressed or something).
Since my .odf's called for overridetexture, the .tga they called for could be any length. I don't know what caused the medic's texture to finally work, but using that I fixed the rest. Thanks for all of your help!
Exclamation wrote:
Since my .odf's called for overridetexture, the .tga they called for could be any length.
Just to clarify something, the name of the textures CAN be any length. What I meant was that the end result of any hexedited files must be the same size. So if you were going to hexedit the msh file to call for another texture, rename the tga you want to fit the naming scheme of the original with one character different. That method is for ease of use only. You can completely change it to xxxxx.tga if you want, as long as it is the same lenghth. Yes the Override texture can be any name.