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How to make coloration changes


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#1 Kalingbron

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Posted 07 April 2010 - 12:25 AM

Firstly, I know it would probably be just as good to search through all the tutorials the site has to offer. Not to be immature, but I'm not looking to make major changes, and I'm impatient.

I would like to know step by step how to change Glorfindel's hair color from that white-ish color to a more gold-ish color.

Basically, where can I find the file, what programs do I need to use, and how do I do it?

#2 Kwen

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Posted 07 April 2010 - 12:54 AM

Skinning. You need either Gimp or Photoshop. You need to open up glorfindel's skin, and manually change his hair color.

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#3 Kalingbron

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Posted 07 April 2010 - 03:31 AM

Okay, I already have Gimp 2 downloaded.

How would I go about opening the file, though?

#4 Kwen

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Posted 07 April 2010 - 03:40 AM

You need to extract the textures from textures.big using finalbig.

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#5 JUS_SAURON

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Posted 22 July 2010 - 11:38 PM

You need to extract the textures from textures.big using finalbig.

To add to Kwen's Reply ..

I use Sy's Asset Builder ... a must for a Modder
and FinalBig and the DDS converter program

Open up the W3d file of BFME2 and save it to a folder outside BFME2 main , like to your Desktop

Use Sy's Asset Builder to VIEW Glorfindel's Model and see all the TEXTURES he uses

one main one will be his texture

Find it in the Textures.BIG files and extract it ( Final.Big)

Its a dds file so use the DDS converter to convert to a bmp or Tga

Edit / Colour the new Texture in and save it

CODE
Before we begin, Please make sure you have downloaded Sy's Asset Builder [Hosted here at The3rdAge.net]

After you have downloaded Sy's Asset Builder, Run the .exe and install the application.

Now we can start.

The first step is to create a new folder. I suggest you do this on your desktop, Create the folder and name it "art".

Inside this new folder, Create two new folders. Name them "compiledtextures" and "w3d".

Now, You must create a folder for each of your textures/models that starts with two different letters at the start. For example, If your textures are:

rugimli.tga
guaragorn.tga
eulegolas.tga

Then each one is required to have a separate folder, For the first two letters in the textures name. So i am required to create the following,

art\compiledtextures\ru
art\compiledtextures\gu
art\compiledtextures\eu

Then, I place each of the textures in there assigned folder. You are also required to do the same for your w3d files. Alike:

art\w3d\ru
art\w3d\gu
art\w3d\eu

Then, I place my w3d files in there assigned folders. Once you have done this for all of your asset files, You can run "Sy's Asset Builder".

From your desktop, You must drag your complete "art" folder in to the Asset Builders window, It will list each of the files added.

You will see to options, "Appened to existing asset.dat" and "Create asset.dat from files in list only". Select "Create asset.dat from files in list only". The circle next to it will be marked with a black dot.

Now, Its time to save the asset.dat. Click the "Save" button, I suggest you save it to your desktop. Make sure the "File Name:" states "asset.dat" exactly, Capitals in the name can sometimes cause problems.

And, Thats it. You have created your asset successfully.

Thank you,
FlameGuard

I always refer to this post ...

And EASY way to add it to the unit is like this :

CODE

Draw = W3DScriptedModelDraw ModuleTag_01

;ADD THIS LINE UNDER the Draw module !
RandomTexture = RUGimli7.tga 0 RUGimli.tga


Gimli's texture WAS RUGimli.tga and is now RUGimli7.tga

You can use this method to re-texture multiple textures on one object

Edited by JUS_SAURON, 22 July 2010 - 11:40 PM.


#6 Kwen

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Posted 23 July 2010 - 12:12 AM

What he said... lol

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