SKINS/textures...
#21
Posted 30 December 2006 - 01:17 PM
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*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#22
Posted 30 December 2006 - 01:21 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#24
Posted 30 December 2006 - 01:25 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#25
Posted 30 December 2006 - 01:26 PM
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
And: how come some of them appear in two versions - one low res and one high res?
Questions questions...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#26
Posted 30 December 2006 - 01:35 PM
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.
#27
Posted 30 December 2006 - 01:49 PM
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...
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#28
Posted 30 December 2006 - 01:54 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#29
Posted 30 December 2006 - 01:58 PM
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.
#30
Posted 30 December 2006 - 02:55 PM
So that will have to do until I get the hang of re-skinning... Thanks anyway for all your fantastic help as usual
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#31
Posted 14 January 2007 - 10:07 AM
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?
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#33
Posted 14 January 2007 - 02:00 PM
The 4th Age version 0.8 has been released: Link
#34
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.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 14 January 2007 - 03:44 PM
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 so, a IUUruk.tga won't overwrite the game's IUUruk.dds, so you'll have to convert the skin
The 4th Age version 0.8 has been released: Link
#36
Posted 14 January 2007 - 03:55 PM
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?)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#37
Posted 14 January 2007 - 05:08 PM
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
The 4th Age version 0.8 has been released: Link
#38
Posted 14 January 2007 - 06:24 PM
Edited by IthronAiwendil, 14 January 2007 - 06:24 PM.
#40
Posted 14 January 2007 - 07:06 PM
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