I need mod help!

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Ant
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Re: I need mod help!

Post by Ant »

Its all good...now I need help on two more things:

1. Were do u find the CIS's picture files
2. How do u darken a weapon?
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Re: I need mod help!

Post by Nedarb7 »

Ant wrote:Its all good...now I need help on two more things:

1. Were do u find the CIS's picture files
2. How do u darken a weapon?
1. Let me see, the CIS assets :lol:
2. The weapon textures in the PC folder of your side's MSH folder:
rep/msh/pc
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Re: I need mod help!

Post by Ant »

When I make the gun a diffrent color, it comes up with an error and my guns ends up being totally white. :cry:

Image

The error said my gun htingy was 1058x512x1, and that theres not the right points, and that theres not two dimensions, etc etc.
here it is:
Hidden/Spoiler:
ERROR[PC_texturemunge msh\rep_1st_weap_inf_rifle.tga]:TextureMunge(rep_1st_weap_inf_rifle:800x800x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\rep_1st_weap_inf_rifle.tga]:TextureMunge(rep_1st_weap_inf_rifle:800x800x1): Must have power of two dimensions!
[continuing]
ERROR[PC_texturemunge msh\rep_1st_weap_inf_rifle_bump.tga]:TextureMunge(rep_1st_weap_inf_rifle_bump:600x600x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\rep_1st_weap_inf_rifle_bump.tga]:TextureMunge(rep_1st_weap_inf_rifle_bump:600x600x1): Must have power of two dimensions!
[continuing]
4 Errors 0 Warnings

ERROR[levelpack req\rep_inf_ep2_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_1st_weap_inf_rifle.texture.req(1)...

ucft <--
ERROR[levelpack req\rep_inf_ep2_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_1st_weap_inf_rifle.texture.req(1)...

ucft <--

2 Errors 0 Warnings

ERROR[levelpack repshell.req]:Expecting bracket, but none was found.
File : munged\pc\rep_1st_weap_inf_rifle.texture.req(1)...

ucft <--
ERROR[levelpack repshell.req]:Expecting bracket, but none was found.
File : munged\pc\rep_1st_weap_inf_rifle.texture.req(1)...

ucft <--

2 Errors 0 Warnings
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Re: I need mod help!

Post by Nedarb7 »

Its the same problem you had in your other topic, just compare and you'll see:
forums/viewtopic.php?f=27&t=29048

Don't re-scale the textures, if you do make sure it is a power of two.

(BTW you don't need to re-texture bump maps)
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Re: I need mod help!

Post by Ant »

Nedarb7 wrote:Its the same problem you had in your other topic, just compare and you'll see:
forums/viewtopic.php?f=27&t=29048

Don't re-scale the textures, if you do make sure it is a power of two.

(BTW you don't need to re-texture bump maps)
so I change the scale to 512x512?
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Re: I need mod help!

Post by Nedarb7 »

512x256 like it was at first.
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Re: I need mod help!

Post by Ant »

But...well...thats what i originaly had and that caused the errors...right?

EDIT: It works! :D
Last edited by Ant on Mon Mar 25, 2013 7:53 pm, edited 1 time in total.
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Re: I need mod help!

Post by Loopy53 »

Wrong. Those will fix the errors. Try it and see for yourself! Remember to turn of RLE Compression.
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Re: I need mod help!

Post by RogueKnight »

Nedarb7 wrote:512x256 like it was at first.
He could keep it at 512x512 and it would still work just fine, the UV's will expand with the texture as long as it's a power of two.
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Re: I need mod help!

Post by AceMastermind »

You must retain the aspect ratio of the image to keep the UVs from misaligning. For example, you can scale a texture from 512x256(2:1) to 1024x512(2:1), but you can't go 512x256(2:1) to 512x512(1:1).
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Re: I need mod help!

Post by RogueKnight »

AceMastermind wrote:You must retain the aspect ratio of the image to keep the UVs from misaligning. For example, you can scale a texture from 512x256(2:1) to 1024x512(2:1), but you can't go 512x256(2:1) to 512x512(1:1).
In my experience, UV's don't misalign, they stretch to fit the dimensions of the texture you're using.

I've come across a few stock textures that are like that, as well.
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Re: I need mod help!

Post by AceMastermind »

Why would anyone want to squish an image in one dimension to begin with? You'd lose detail and make things more difficult to edit later. I just don't see a reason to fudge with the width and height separately. Keep the aspect ratio and you can avoid the mess. :)
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Re: I need mod help!

Post by Ant »

New Question...how can I make Maul's saber a viberblade if I have the .tga file in less then 5 mouse clicks?
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Re: I need mod help!

Post by Nedarb7 »

Edit the tga to look like a vibroblade, that's it, you might want to change the lightsaber's trail color (modified through the lightsaber's odf)
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Re: I need mod help!

Post by CressAlbane »

While I have no idea what a viberblade is, to make it look like a vibroblade, you'll need to use the vibroblade MODEL in place of the lightsaber model, not just the texture.
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Re: I need mod help!

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Re: I need mod help!

Post by Ant »

Okay new problem...I hate the Engineer model so how do I get rid of it and replace it with the clonetrooper model...?

EDIT: I'm making process, I downloaded a Senate Guard model and pasted the .mga over the Armored pilot one, and I did the same for the .tga. It seems the .mga worked but now the Commando is all white!?!?!

Image
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Re: I need mod help!

Post by Fiodis »

You need the texture it uses as well.

For future reference, whenever you see a MSH white like that, it's missing some texture. Same thing with your rifle: there was a problem with the texture, so it couldn't load, so the rifle was white.
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Re: I need mod help!

Post by Ant »

Fiodis wrote:You need the texture it uses as well.

For future reference, whenever you see a MSH white like that, it's missing some texture. Same thing with your rifle: there was a problem with the texture, so it couldn't load, so the rifle was white.
The file only came with .msh, .tga, and this other knee piece that I ddint use...am i misssing something?
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Re: I need mod help!

Post by Nedarb7 »

Are there any errors when you munge? Is the texture in your sides msh folder?
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