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#1 King Arveleg

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Posted 13 February 2021 - 06:13 PM

Hi,

Arveleg and Arvedui use the same model, Isildur_skn.w3d which uses guisildur.dds for texture. What I want is to give Arvedui a different texture without editing the model and rebinding it.
I followed this tutorial: https://www.the3rdage.net/item-127

I created a new texture called guarvedui.dds based on guisildur.dds. Placed it in the right folder and created an asset.dat. Then I added this line to Arvedui.ini.


RandomTexture = guarvedui.tga 0 guisildur.tga

But nothing changed in game.

Do I need to add anything else to Arvedui.ini?

Edited by King Arveleg, 13 February 2021 - 06:16 PM.


#2 Felipe Roll-st

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Posted 14 February 2021 - 02:02 AM   Best Answer

Hey, I found the same Issue, I still can't figure out exactly the cause, although some textures did worked for me, I changed arveleg's and arvedui's texture and it worked, but it didn't work for the texture I created for earnur or a palatir image and button for isildur.

 

I pressume that the first two worked cos of the path they have "art\compiledtextures\ar" I think the AR has something to do, cos the path for earnur's would be "art\compiledtextures\gu" but it didn't work so y changed it for "AR" and it worked, give it a try ;)

 

also the name of my textures e.g is: ARAvedui.Tga etc.



#3 King Arveleg

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Posted 14 February 2021 - 03:42 PM

Hey, I found the same Issue, I still can't figure out exactly the cause, although some textures did worked for me, I changed arveleg's and arvedui's texture and it worked, but it didn't work for the texture I created for earnur or a palatir image and button for isildur.

 

I pressume that the first two worked cos of the path they have "art\compiledtextures\ar" I think the AR has something to do, cos the path for earnur's would be "art\compiledtextures\gu" but it didn't work so y changed it for "AR" and it worked, give it a try ;)

 

also the name of my textures e.g is: ARAvedui.Tga etc.

 

That's done it. Thank you.  :)

Also portraits and buttons are very simple, you create the art and define it in data\ini\mappedimages\aptimages\unitportraitsandicons.ini.
Unitportraitsandicons.ini is the file I made and defined my art in it.

 

Here is an example for a portrait:

MappedImage UPArnor_Argeleb
	Texture = UPArnor_Argeleb.tga
	TextureWidth = 256
	TextureHeight = 256
	Coords = Left:0 Top:0 Right:191 Bottom:191
	Status = NONE
End

And a button:

MappedImage UPArnor_ArvelegRecall
  Texture = UBArnor_Buttons.tga
  TextureWidth = 512
  TextureHeight = 512
  Coords = Left:64 Top:192 Right:128 Bottom:256
  Status = NONE
End

You can use this for the buttons: https://www.the3rdag...tem-743?addview

And this for portraits: https://www.the3rdage.net/item-118

 

Start a new topic or send me a message if you want me to explain further. :)



#4 Felipe Roll-st

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Posted 16 February 2021 - 02:21 AM

I had defined it in heroselecticons.ini and heroui.ini with no effect, however I cannot find the file you mention, there's only unitportraits.ini, I defined the image there but didn't work either.


Edited by Felipe Roll-st, 16 February 2021 - 02:22 AM.


#5 King Arveleg

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Posted 16 February 2021 - 07:53 AM

I had defined it in heroselecticons.ini and heroui.ini with no effect, however I cannot find the file you mention, there's only unitportraits.ini, I defined the image there but didn't work either.


It doesn't exist. You have to make that file. Also did you define the coords correctly? And did you change your hero portrait and button image in their ini?

#6 Felipe Roll-st

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Posted 17 February 2021 - 06:07 AM

that did it! thanks I always thought you had to modify the existing files created by EA, I had to also change the name of my texture to "AR" at the beginning for it to work



#7 SamTheManWithThePlan

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Posted 19 February 2021 - 01:10 AM

I followed this tutorial: https://www.the3rdage.net/item-127

 

I looked at this tutorial since I'm trying to retexture also, but I don't know what he means by "add it to the game with the usual method." How do I add my custom stuff into my game? He refers to another tutorial for this, but does not name it or link to it which is frustrating to people like me who are new to BFME modding. This tutorial does the same thing: https://www.the3rdag...tem-691?addview . It assumes you already know how to add stuff into the game as well.


Edited by SamTheManWithThePlan, 19 February 2021 - 01:22 AM.


#8 Felipe Roll-st

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Posted 19 February 2021 - 07:07 AM

to add art texture in game you must download a tool for it which you can find in that page, you can use Sy's Asset Builder or EA's Asset builder, I prefer the former one, you'll find tutorials in how to use them as well, just remember always keep a copy of your Asset.dat file as this is the file that has all the visual information of the game.



#9 King Arveleg

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Posted 20 February 2021 - 01:08 AM

I followed this tutorial: https://www.the3rdage.net/item-127


I looked at this tutorial since I'm trying to retexture also, but I don't know what he means by "add it to the game with the usual method." How do I add my custom stuff into my game? He refers to another tutorial for this, but does not name it or link to it which is frustrating to people like me who are new to BFME modding. This tutorial does the same thing: https://www.the3rdag...tem-691?addview . It assumes you already know how to add stuff into the game as well.

1. Let's start with FinalBIG which you'll use to extract files from ini.big and art from texture.big. There you'll see how the art is, get an idea of image size, layers, etc.. Notice the file structure of ini.big and find the ini of the unit you want to change its portrait or button.
2. You need to learn about mod command and how to create an asset.dat, so read about that.
3. You need Photoshop or something similar.
4. Art is in dds or tga format. Photoshop can open tga, but you'll need a plugin to open dds.
5. Portrait art is 256*256 pixels. Actual image you put there is 192*192 pixels. And there's an alpha layer. Use an existing portrait image, put your new art over it then save in tga format and name your file for example: UPGondor_Fighter.tga.
6. Here's where mod command matters. Mod command is creating a folder and naming it for example: "my mod" or anything you want. In that folder you create a folder named "art". Inside "art" you create a folder named "compiledtextures". Inside that a folder named "up". Inside "up" you put UPGondor_fighter.tga.
Notice how the folder is named "up" like the initial letters of your art. Any art you want to add has to be placed in a folder named like the initial letters of your art.
7. You open Assetbuilder. Sy's Assetbuilder is the best. You open it an drag compiledtextures folder into it then create an asset.dat and save it in your "my mod" folder.
8. Inside "my mod" folder, you create a folder named data. Inside that a folder named ini. Inside that a folder named mappedimages. Inside that create a new text file; name it unitportraitandbuttons.ini. Inside that you'll define the art like this:

MappedImage UPGondor_FighterPortrait
Texture = UPGondor_Fighter.tga
TextureWidth = 256
TextureHeight = 256
Coords = Left:0 Top:0 Right:191 Bottom:191
Status = NONE
End

And save.

9. You go back to ini folder. Create folder "object" then "goodfactions" then "units" then "men". Inside folder "men" you put gondor fighter.ini. Inside gondorfighter.ini you find the line that says portrait and change it to = UPGondor_FighterPortrait. After that you save.
10. Assuming you learned about mod command and setting up a shortcut for yor mod. You would run that shortcut and see the new art in game.

Again folder structure is very important so copy from ini.big and texture.big.

#10 SamTheManWithThePlan

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Posted 21 February 2021 - 10:45 PM

Step 7 is what I am missing. I am familiar with most of the other information. I initially had tried to download Sy's from T3A but unsurprisingly the link didn't work (it's like 14 years old). I then downloaded EA's asset builder, but it gives me a MSVCR71.dll error when I try to run it (it couldn't find the dll). I read some threads about it and tried to run it on my XP virtual machine as advised, but it gave the same error.

 

Also step 8 is new information to me, so thank you for that :)

 

Question about textures: I do save it as .tga? In the textures.big they are .dds files but the .ini files reference .tga files for the texture so I am guessing I save it as .tga.

 

Thank you guys for taking the time to help out a modding newbie like me :)

 

Edit: I have resolved the missing .dll issue by copying it from my game installation to my mod folder (I had no idea it was there until I searched the PC for it). I have got my mod (that does nothing at the moment) to work! Yay!

 

Edit 2: Ok it makes the asset.dat correctly (I think) but there is no texture change in the game (ini changes do work though). I changed the hall of the king's men and the angmar fortress textures. Do I have to change the name of the texture in order for it to appear?


Edited by SamTheManWithThePlan, 22 February 2021 - 01:12 PM.


#11 King Arveleg

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Posted 22 February 2021 - 01:44 PM

Step 7 is what I am missing. I am familiar with most of the other information. I initially had tried to download Sy's from T3A but unsurprisingly the link didn't work (it's like 14 years old). I then downloaded EA's asset builder, but it gives me a MSVCR71.dll error when I try to run it (it couldn't find the dll). I read some threads about it and tried to run it on my XP virtual machine as advised, but it gave the same error.

Also step 8 is new information to me, so thank you for that :)

Question about textures: I do save it as .tga? In the textures.big they are .dds files but the .ini files reference .tga files for the texture so I am guessing I save it as .tga.

Thank you guys for taking the time to help out a modding newbie like me :)

Edit: I have resolved the missing .dll issue by copying it from my game installation to my mod folder (I had no idea it was there until I searched the PC for it). I have got my mod (that does nothing at the moment) to work! Yay!

Edit 2: Ok it makes the asset.dat correctly (I think) but there is no texture change in the game (ini changes do work though). I changed the hall of the king's men and the angmar fortress textures. Do I have to change the name of the texture in order for it to appear?


EA's asset builder only works on bfme 1.
Did you try this one?
https://www.the3rdage.net/item-107

If you're adding something like a portrait or button, tga is good. If it's a new model it will use tga as modelling programs don't recognise dds. However if you are editing a texture already in game and it's in dds you need to save it as dds.
My advice is install a dds plugin to photoshop load the texture into photoshop make your changes then save it as tga.
After that convert it into dds and add it to your mod. You can use Dds converter found on 3rdage.net.
The reference in ini files will read the image/texture regardless of whether it is dds or tga. But like I said before it matters when we are talking about models. If a model refers to dds than the texture must be dds. If it refers to tga the texture must be tga.

Try installing Sy's asset builder again. If it doesn't work I'll find another link or send you the one I have.

My pleasure. You're welcome. :)

#12 SamTheManWithThePlan

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Posted 22 February 2021 - 04:06 PM

Ok so I figured it out. The link does not work in Google Chrome but it does work in other browsers lol. I will install it and let you know if I get it working

 

Update: The Hall of the King's Men is greater than ever!

It works! (kind of...) Sy's won't save anything on my Win10 machine, so I have to use my XP VM to get it to work which is kind of annoying (it takes some time to load up and use.) I have yet to figure out how to add to the existing asset.dat instead of creating a new one using my XP. When I try to add to existing it says the original asset.dat is missing. This isn't really a problem, it's just frustrating.

 

Is there a tutorial for changing what texture a unit uses? I have a nazgul copy that I want to make red instead of black without changing the stock nazgul texture.

 

After that I'm going to try to learn the process of creating new buildings and units. Hopefully the methods are similar to hero creation.

 

I am so excited my mod works! I've learned so much about modding this game. You are going to get tired of me thanking you lol!


Edited by SamTheManWithThePlan, 22 February 2021 - 05:13 PM.


#13 King Arveleg

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Posted 22 February 2021 - 05:48 PM

Ok so I figured it out. The link does not work in Google Chrome but it does work in other browsers lol. I will install it and let you know if I get it working

Update: The Hall of the King's Men is greater than ever!
It works! (kind of...) Sy's won't save anything on my Win10 machine, so I have to use my XP VM to get it to work which is kind of annoying (it takes some time to load up and use.) I have yet to figure out how to add to the existing asset.dat instead of creating a new one using my XP. When I try to add to existing it says the original asset.dat is missing. This isn't really a problem, it's just frustrating.

Is there a tutorial for changing what texture a unit uses? I have a nazgul copy that I want to make red instead of black without changing the stock nazgul texture.

After that I'm going to try to learn the process of creating new buildings and units. Hopefully the methods are similar to hero creation.

I am so excited my mod works! I've learned so much about modding this game. You are going to get tired of me thanking you lol!

I've got it working on Windows 10. Try running it as administrator or on compatibility mode or both.
Adding to original asset.dat is pointless unless you want your models to show up in world builder.
If its the same texture for all Nazgul then it's easy. Like we said before. You extract it. Edit it. Save and convert if necessary, but don't change the name. Just put it in the right file, create asset and you should see it in game.

Haha, nah, you're welcome.

Edited by King Arveleg, 22 February 2021 - 05:50 PM.


#14 SamTheManWithThePlan

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Posted 23 February 2021 - 12:01 AM

-I tried that, didn't work. Administrator mode won't let me import files. Compatibility modes just spin around and don't save anything. Again, not stopping me, just an annoying issue.

-I meant "add to existing asset.dat" which is an option with "create asset with existing files only", I didn't mean modding the asset in the original game.

-For the Nazgul I meant adding a new texture for my new hero who currently uses a stock skin. I want to change my new unit so that it uses my new skin while keeping the stock Nazgul texture unchanged, but I am not sure how to code that in. I am planning a nazgul copy (without changing anything about the regular nazgul) that is a different color: https://lotro-wiki.c...ndex.php/Cargûl . I'm going to look around at some T3A tutorials to see if I can learn how to do it from there.


Edited by SamTheManWithThePlan, 23 February 2021 - 12:18 AM.


#15 King Arveleg

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Posted 23 February 2021 - 10:14 AM

-I tried that, didn't work. Administrator mode won't let me import files. Compatibility modes just spin around and don't save anything. Again, not stopping me, just an annoying issue.

-I meant "add to existing asset.dat" which is an option with "create asset with existing files only", I didn't mean modding the asset in the original game.

-For the Nazgul I meant adding a new texture for my new hero who currently uses a stock skin. I want to change my new unit so that it uses my new skin while keeping the stock Nazgul texture unchanged, but I am not sure how to code that in. I am planning a nazgul copy (without changing anything about the regular nazgul) that is a different color: https://lotro-wiki.c...ndex.php/Cargûl . I'm going to look around at some T3A tutorials to see if I can learn how to do it from there.

 

I recreate the asset.dat every time I add something.

 

Then go back to the top of this topic, that's what we were discussing originally. 

You have the ini file of your hero ready? It's copied from Nazgul ini, yes?



#16 SamTheManWithThePlan

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Posted 23 February 2021 - 12:33 PM

Yes, my ini is working. I kind of copied it, but the Nazgul ini was long and complicated (fellbeasts, etc.) so I used Boromir as the basis and added the Nazgul animations, visuals (no mention of a texture? Only the model), sounds, and commandset, and renamed the stuff. Basically, I have everything I need except the custom textures.


Edited by SamTheManWithThePlan, 23 February 2021 - 01:07 PM.


#17 King Arveleg

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Posted 23 February 2021 - 05:30 PM

Yes, my ini is working. I kind of copied it, but the Nazgul ini was long and complicated (fellbeasts, etc.) so I used Boromir as the basis and added the Nazgul animations, visuals (no mention of a texture? Only the model), sounds, and commandset, and renamed the stuff. Basically, I have everything I need except the custom textures.


Did you try adding the random texture line above the "model"?

#18 SamTheManWithThePlan

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Posted 23 February 2021 - 06:46 PM

Yes, kind of. The code is set up as:

 

RandomTexture = mytexture.tga 0 originaltexture.tga

 

The problem is that I do not know what the original Nazgul texture is, as there are several in the textures.big. (I feel like an idiot lol) I excluded the originaltexture.tga part, whatever it is. No change occurs in the game yet when I do this, but I'll keep messing with it.

By the way, I am using nazgul data from mordorkhamulrider.ini in my hero. I'm not sure if that's relevant or not.

 

Update: the w3d contains the reference to the texture...(facepalm)     I added the original texture referenced by the model and tada! My custom texture appeared in-game. Thank you so much for helping me out! Now I'm going to mess with adding buildings and units... lol


Edited by SamTheManWithThePlan, 23 February 2021 - 07:28 PM.


#19 King Arveleg

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Posted 23 February 2021 - 07:48 PM

Yes, kind of. The code is set up as:

RandomTexture = mytexture.tga 0 originaltexture.tga

The problem is that I do not know what the original Nazgul texture is, as there are several in the textures.big. (I feel like an idiot lol) I excluded the originaltexture.tga part, whatever it is. No change occurs in the game yet when I do this, but I'll keep messing with it.
By the way, I am using nazgul data from mordorkhamulrider.ini in my hero. I'm not sure if that's relevant or not.

Update: the w3d contains the reference to the texture...(facepalm) I added the original texture referenced by the model and tada! My custom texture appeared in-game. Thank you so much for helping me out! Now I'm going to mess with adding buildings and units... lol


Glad to help. Good luck. :)

Edited by King Arveleg, 23 February 2021 - 07:51 PM.


#20 Felipe Roll-st

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Posted 26 February 2021 - 12:41 AM

as king arveleg say, create a new asset.dat everytime, the other option doesn't work, plus by doing so you get to keep the latest copy of the asset, so you just have to swap them if something goes wrong with your new asset, also for future reference, if your mod happens to become huge, it'll be  nice to save as much space as possible so try to save in dds, tga is heavier and occupies more memory, your dds files are always gonna be referenced in the code as tga, unless the model itself was binded with dds textures which in that case you gotta reference them as dds.






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