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Object Texture Problems (One more question)

Posted: Thu Oct 23, 2008 11:47 pm
by xSwiftxClawx
Ok, so I'm still new to modding.
Please bear with me.

Can you put MSH and ODF files under subfolders in their folders?
Like for hoth_prop_trenchturret.odf could I put it under data_SFM\Worlds\SFM\odf\hoth?

Same question goes for MSH files.



Missing Textures
Hidden/Spoiler:
Ok, so I've implemented three objects so far:
An Endor Fallen Tree trunk (end_prop_trunk4.odf) and Hoth's Turret Trench (hot_prop_trench_turrets.odf?).

However, the object's texture or color doesn't show:
Trench:
http://i203.photobucket.com/albums/aa61 ... t_0006.png

Tree Trunk:
http://i203.photobucket.com/albums/aa61 ... t_0005.png

I have "end_prop_trunk04.msh" in my data_SFM\Worlds\SFM\msh (Map name is SFM) and I have "hoth_prop_trench_turrets.msh" and "hoth_prop_trench_turrets.msh.option" in data_SFM\Worlds\SFM\msh\PC (because that's where it was in the Hoth folder).

So why's it black?

Solution:
[quote]Anyway the problem is probably that you haven't got the tga files. The msh files are models only, they don't contain textures. Most will have tga (texture) names similar to the msh names. A hex editor (have a look in the 'everything you need' thread) can be useful when you're not sure what texture is being used. Open the msh file with the hex editor, press Ctrl + F and type 'tga'. This can be used to look for all the texture (tga) files the model uses.
The lazy way around this is to just copy all the msh and tga files from the world you want objects from. This leads to bigger map filesizes, so you'll have to (should) cut out the files you don't need before releasing. [/quote]

Changing Textures
Hidden/Spoiler:
Also, is there any way to change the color of the trench?
Right now it's gray and I want it to have a forest color (like Endor) for later.


Solution:
[quote]Oh and to edit the colours of a texture you need to open the tga associated with it in an editing program such as GIMP.[/quote]

Re: Object Problem + Question (Still New to This)

Posted: Fri Oct 24, 2008 12:06 am
by Sky_216
Welcome to Gt SwiftClaw....

Anyway the problem is probably that you haven't got the tga files. The msh files are models only, they don't contain textures. Most will have tga (texture) names similar to the msh names. A hex editor (have a look in the 'everything you need' thread) can be useful when you're not sure what texture is being used. Open the msh file with the hex editor, press Ctrl + F and type 'tga'. This can be used to look for all the texture (tga) files the model uses.
The lazy way around this is to just copy all the msh and tga files from the world you want objects from. This leads to bigger map filesizes, so you'll have to (should) cut out the files you don't need before releasing.
Oh and to edit the colours of a texture you need to open the tga associated with it in an editing program such as GIMP.

BTW those black bits on the trench - pretty sure you need to get 'hoth_frosty_metals.tga' from the hoth assets.

Re: Object Problem + Question (Still New to This)

Posted: Fri Oct 24, 2008 7:42 am
by xSwiftxClawx
Thanks for the welcome.
Alright, ok.
I'll try it when I get back to school today.
Hidden/Spoiler:
And about editting the tga file for the trench.
I only have the msh and msh.options files in my msh/PC folder, so why's it a grayish color by default?
Never mind, I found out it links to hoth_main_1.tga which is the flooring on my stage.

(Can this thread be left open just incase I have anymore newbie questions?)
Hidden/Spoiler:
Just by the way, I've been through a few forums in my time, but this is the most respectful and intellectual one I've seen. Awesomeness.

Re: Object Problem + Question (Still New to This)

Posted: Fri Oct 24, 2008 7:59 am
by RED51
Actully, there's a easier way to find out a msh's tga. Download the mshviewer(you can find it at SWBFII files) and open the msh up with it. After that, click info and you will see what tga it uses.

Re: Object Problem + Question (Still New to This)

Posted: Fri Oct 24, 2008 4:42 pm
by xSwiftxClawx
Cool, the hex editor works pretty well.
And I the download link on File Front SWBF2 is gone.

The problem I have now is the missing tga file or something for this part of the trunk:
Hidden/Spoiler:
end_prop_trunk03.odf
Image
I have .tga.option files for each tga file there is.
Could that be the problem?

EDIT: Oh wait, never mind. It's just a ZE glitch apparently. The actual texture shows up ingame.

Re: Object Problem + Question (Still New to This)

Posted: Fri Oct 24, 2008 4:53 pm
by Maveritchell
The only .tgas you should need for end_prop_trunk03 (checked with a hexeditor):

end_prop_tree.tga
end_prop_tree_lowrez.tga
end_prop_tree_bump.tga
end_prop_tree_ring.tga

...and any requisite .tga.options. If you have all those and it still looks odd in Zeroeditor, I would just ignore it. Objects in zeroeditor may be more correct than they appear. Once you munge and check ingame, things should be fine.

Re: Learning the Ways of the Mods

Posted: Fri Oct 24, 2008 7:19 pm
by [RDH]Zerted
xSwiftxClawx wrote:Ok, so I'm still new to modding.
Please bear with me.

Could this thread be left open just in case I have any more problems?
Because, as a new modder, I'm bound to have so many problems...
Topics aren't locked just because they seem solved. When one becomes solved, a (Solved) should be put on it to lets others know they don't have to keep reading it and to help the people searching for solutions to similar problems.

If you have other modding problems, create a new topic for that problem. Putting everything in one thread makes it harder to search through and follow whats going on in that topic. If you want to collect all your problems and solutions to those problems in one place, use a text file.

Re: Object Texture Problems (One more question)

Posted: Fri Oct 24, 2008 11:51 pm
by xSwiftxClawx
Can you put MSH and ODF files under subfolders in their folders?
Like for hoth_prop_trenchturret.odf could I put it under data_SFM\Worlds\SFM\odf\hoth?

Same question goes for MSH files.

Re: Object Texture Problems (One more question)

Posted: Sat Oct 25, 2008 1:46 am
by Sky_216
Don't think so. Think it's gotta be the other way round -
data_SFM\Worlds\SFM\hoth\odf
With hoth as the parent folder. Could be 100% wrong though....