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#21 Nazgûl

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Posted 30 December 2006 - 01:17 PM

The more I search, the more different textures I see... hm
Is this the one I'm looking for? Model = IUUrukahi_SKN
Where are the _SKN? I can only see other formats in the textures.big?

*looking for more tutorials* :p

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#22 Phil

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Posted 30 December 2006 - 01:21 PM

What you have there is only the name of the model (without extension). You cannot be certain what texture they used, judging from the model name. Probably it's IUUrukahi.dds, but you have to use Wdump or 3ds max (with the import script that also imports texture settings) to see what texture file they attached to the model :p

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#23 zimoo

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Posted 30 December 2006 - 01:23 PM

Or Sy's asset builder :p
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#24 Phil

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Posted 30 December 2006 - 01:25 PM

Yeah, right. I just always use WDump because it's so fast, so I totally forgot about the asset builder...

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#25 Nazgûl

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Posted 30 December 2006 - 01:26 PM

Aaaah, thanks... those tricky bastards... hehe
But how come there seems to be like almost 10 different uruk skins if they only used ONE in the game? I found several cool skins with the white hand and more dirty look and so on...? Just what I'm looking for actually...

If I would like to point to one of them and try the looks in the game - is there somewhere where one can re-point to another skin (probably not since you said one does not know wich they used), but doesn't hurt to ask :p

And: how come some of them appear in two versions - one low res and one high res?

Questions questions... :p

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#26 zimoo

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Posted 30 December 2006 - 01:35 PM

I think the different res versions are just for different graphics settings ingame.

The texture used by the model is iuurukahi.tga (yes that typo is deliberate). To switch it, put something like this in the Uruk's code:

Behavior = SubObjectsUpgrade Texture_Upgrade
		TriggeredBy		= Upgrade_NewTexture
		UpgradeTexture	= IUUrukahi.tga 0 IUSiegBallTeam.tga
		UpgradeTexture	= IUUrukahi_l.tga 0 IUSiegBallTeam.tga
		RecolorHouse			= Yes
		ExcludeSubobjects		= Forged_Blade
	End

Then go into experiencelevels.ini, and grant them the upgrade Upgrade_NewTexture at level 1.
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#27 Phil

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Posted 30 December 2006 - 01:49 PM

Doesn't the randomtexture method work anymore?

And you could probably use something like Upgrade_IsengardFaction (I'm pretty sure there is some granted faction upgrade, but maybe it's called differently. Go check in the playertemplate.ini...

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#28 Nazgûl

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Posted 30 December 2006 - 01:54 PM

Hm, under Textures0 I found "hc_iuurukahi.jpg", but I can't find any tga of the same... The other uruk skins I found was in Textures1... There's no "iuurukahi_l" at all (or did you mean I sholud name my own skin that?) *confusing* :p

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#29 zimoo

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Posted 30 December 2006 - 01:58 PM

hc_urukahi.jpg is the file that defines which areas of the skin are replaced with the house colour (HC = house colour :p).

About iuurukahi_l, I'm not sure really. I just copied the code from the heavy armour upgrade and changed some bits. With that code though, it'll change the skin to that which is used by the uruks operating the ballista, which is a higher quality one.
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#30 Nazgûl

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Posted 30 December 2006 - 02:55 PM

Hmmm, this was a bit to early for me... but no sweat though, cause I finally got the EnableHouseColor thing to work with No. They actually look pretty darn much better without any discolorations On.

Posted Image

So that will have to do until I get the hang of re-skinning... Thanks anyway for all your fantastic help as usual :p

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#31 Nazgûl

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Posted 14 January 2007 - 10:07 AM

Re-opening this...

Would would happen if one would use a new higher quality skin (.tga) for an old model/bone. Say if I would use a skin from a bigger unit like a bibber uruk from another mod and place on the existing (smaller) uruk... Would the skin create errors since its designed for a bigger model, or would it "adapt" in size? :sleep:

And what about the other way around... putting the existing somewhat low quality skin of the uruks on a bigger model like this better looking uruk Ive got now. I would guess it wouldn't work, but istead of trying to make sure, I might as well ask u guys :grin:

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#32 zimoo

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Posted 14 January 2007 - 11:24 AM

It all depends on how the models were uvw mapped. In general, if a mod reskins a unit I'd bet money on it working perfectly with the model.
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#33 Lauri

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Posted 14 January 2007 - 02:00 PM

as long as it's in the 64*64 range (64*64, 128*128, 256*256, 512*512 (my favorite) 1024*1024 and so on) it's doable.... I warn you though, using a tga image to replace the old skin won't do you any good... a dds skin is the one that overides the already-in-game one :sleep:

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#34 Nazgûl

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Posted 14 January 2007 - 03:17 PM

as long as it's in the 64*64 range (64*64, 128*128, 256*256, 512*512 (my favorite) 1024*1024 and so on) it's doable....


1) So as long as it is a DDS skin (whats the difference to TGA?) it will be scaleable if the skin is within those sizes? *I hope* ;)
2) Is "model" the same as "bone"? And what if a model would be built to contain hair, and the skin has no hair?
3) Weapons on units... in this case uruk weapons... are they their own skins and models since u say that all uruks use same skin?

*starting to put my knowledge together to usable action thanks to all of you great guys* ;)

Edited by Nazgûl, 14 January 2007 - 03:20 PM.

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#35 Lauri

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Posted 14 January 2007 - 03:44 PM

1. Yup
2. Model is a model. A bone is something in a models skeleton. You need to bind the model to a skeleton to get it animating. About hair... dunno ;) if it's hair is mapped, there's no problem.
3. Their on the uruks texture ;)

TGA = DDS in many ways... only, DDS are smaler files, making them better, cause they take less space, and DDS are standard, making only other DDS files overwrite them :D so, a IUUruk.tga won't overwrite the game's IUUruk.dds, so you'll have to convert the skin :D

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#36 Nazgûl

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Posted 14 January 2007 - 03:55 PM

Thanks for your fast answers ;)

1) Great!
2) I understand, but the other way then? If a model has been modelled for hair, but the new skin doesn't have hair skinned, will that create a "hole" in the units neck? *lol*
3) I see... so all uruks have the same texture/skin containing both sword, pike and bow, only not visible since they use different 3d files (for the weapons)? (That would somewhat be related to question above I guess about the hair *lol*)
4) How do I get dds into Photoshop so I can "repaint" them? (Tried extracting but that only made a copy of the dds?)

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#37 Lauri

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Posted 14 January 2007 - 05:08 PM

2) No, it will only not look like hair ;) if the hair's been mapped, but on the location it's mapped ther is, ie, metal on the skin, he'll have metal hair :D ;) EVERYTHING is shown in-game (exept hidden objects and alpha stuff)
3) The uruk-hai weapons are a part of the uruk. Their made, and are, one mesh. And for the pike, I belive they mapped it to be on a black area of the skin.
4) This little ting that's on the Tools section on T3A helps alot :D

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#38 IthronAiwendil

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Posted 14 January 2007 - 06:24 PM

You can replace a .dds skin with a .tga one if you do it via coding. I always use tga (cause I haven't got the .dds plugin), and I don't think the size really matters, I've used sizes like 350x350 and 200x200 and they've all worked fine.

Edited by IthronAiwendil, 14 January 2007 - 06:24 PM.


#39 Lauri

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Posted 14 January 2007 - 06:28 PM

well then.... equal sizes... X*X, Y*Y ect... ;)

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#40 IthronAiwendil

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Posted 14 January 2007 - 07:06 PM

Of course, but I once had a skin that was 362x330 and it worked ingame...




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