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changing an objects texture using map ini


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#1 njm1983

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Posted 22 January 2013 - 11:52 PM

This is a really dumb question, but is it possible? Im using the rivendell cliffs on my helms deep map, and I dont want the grey part to be grey, but more brown to match the textures Im repainting.



#2 Naugrim.

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Posted 22 January 2013 - 11:57 PM

http://www.the3rdage...?apage=687#page

I've never tried it, but this should be what you're looking for.

Edited by Naugrim., 22 January 2013 - 11:59 PM.


#3 njm1983

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Posted 23 January 2013 - 12:36 AM

Sp its doable... nice. Ill have to get someone to make the texture.... MTL?



#4 MattTheLegoman

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Posted 23 January 2013 - 01:20 AM

Ha ha, I had already thought of using this technique for Weathertop. I will move ahead with this project so I can do what I need and what you need at the same time.
 
Here is a texture for the Helms Deep cliffs. I will work closer to the photos I have of the New Zealand hill for Weathertop's textures.

bth_prrivcliff01_zps584ccfbf.png?t=13589

Picture is a link to the actual texture.

 

Also - Nazgul can make terrain textures as well?
 
My way of changing textures in ini only works with button changes (I managed to change the RJ-Cam icons for City of the Dead) I've tried it with the Rivendale Cliffs. I do not understand JUS_SAURON's way and cannot get it to work either. :(


Edited by MattTheLegoman, 23 January 2013 - 04:36 AM.

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#5 Bofur

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Posted 23 January 2013 - 04:33 PM

NJM, there is an article on T3A written by Rob38 about the replacemodule. This should do, it did for me!
Good for making stone-trolls...

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#6 njm1983

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Posted 23 January 2013 - 06:02 PM

Yeah Naz can make textures, hes busy though. So I usually wont bother him.because Ill end up waiting due to him being busy. I dont really mind, its just that there are people who arent as busy and can whip something up pretty quickly.

 

Im sorry for not being clear on the texture, Im using the CLIFF ANFALAS01 and 02 for the mountains on helms deep, The one youve created would work if I was keeping the original texturing.

 

Thanks Bofur, Ill have to look into it.



#7 MattTheLegoman

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Posted 24 January 2013 - 12:24 AM

It was only proof of concept. Is what I have done with the textures okay? I'll get to work on making it match the terrain.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#8 njm1983

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Posted 24 January 2013 - 12:43 AM

Oh, my bad Im a bit slow lol. yeah that works fine. I was thinking that the texture was for me. Anyway fire away and I really appreciate you working on this. Im so needy its terrible.



#9 MattTheLegoman

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Posted 24 January 2013 - 01:37 PM

Well it was for you, but it can be considered a trial run now. I have gone ahead and made a better one for you and a reskin for me. I've been building stuff in Minecraft Middle-earth as well so I haven't gotten around to testing the code out again.
 
CliffTextures_zps48b012be.png
 
Helms Deep on the left and Weathertop on the right. :)
 
 
 
Here is my unsuccessful progress on making a code in a map.ini
It instant crashes the game when I load the map.
The error says it is with line 3 " ... Error parsing field ' Draw' in block 'Object' ... ".
Object RivendellCliff01
	ReplaceModule ModuleTag_01
		Draw = W3DScriptedModelDraw ModuleTag_01
			StaticModelLODMode = yes
			RandomTexture = prascliff01.tga 0 prrivcliff01.tga
			OkToChangeModelColor = Yes
			DefaultModelConditionState
				Model = PRRivCliff01
			End       
		End
	KindOf = INERT_SHROUD_REVEALER IMMOBILE
		Geometry              = BOX
		GeometryMajorRadius   = 90
		GeometryMinorRadius   = 120
		GeometryHeight        = 290
		GeometryIsSmall       = No
		GeometryOffset      = X:70 Y:0 Z:0 		
	End
End

Edited by MattTheLegoman, 24 January 2013 - 02:47 PM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#10 njm1983

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Posted 24 January 2013 - 03:34 PM

The textures look awesome, Now we just gotta get it working ingame.


Edited by njm1983, 24 January 2013 - 03:34 PM.


#11 MattTheLegoman

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Posted 05 February 2013 - 08:48 AM

Bump, I still have not figured out how to change the texture in the map INI (and I don't think NJM has found the code).

 

My above post is what I have tried. And I do not know how the replace modules work. Rob38's article mustn't be basic enough for me. ;p


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#12 Ridder Geel

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Posted 09 February 2013 - 02:41 PM

Are you not missing an end after the end of the draw module? you are replacing it after all... (which is a "command" with an end at the end)

Or you need to move the kindof and the stuff under it out of that draw module...


Edited by Ridder Geel, 09 February 2013 - 02:42 PM.

Ridder Geel

#13 MattTheLegoman

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Posted 18 February 2013 - 02:10 AM

Ridder Geel, it still has a problem with the code at line three (Draw)

Object RivendellCliff01
	ReplaceModule ModuleTag_01
		Draw = W3DScriptedModelDraw ModuleTag_01
			StaticModelLODMode = yes
			RandomTexture = prascliff01.tga 0 prrivcliff01.tga
			OkToChangeModelColor = Yes
			DefaultModelConditionState
				Model = PRRivCliff01
			End       
		End
	End
End

 

I also think there are too many ends now. Someone would like to fix this code?


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#14 Ridder Geel

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Posted 18 February 2013 - 02:24 AM

Oh right...

Make it look like this: (Sorry i shoulda spotted it sooner)

Draw = W3DScriptedModelDraw ModuleTag_01_neworwhatever

So your problem is that the "new name" is the same as the old one, this:

Draw = W3DScriptedModelDraw ModuleTag_01

should be:

Draw = W3DScriptedModelDraw ModuleTag_01_neworwhatever

 

that should fix it :)


Ridder Geel

#15 MattTheLegoman

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Posted 18 February 2013 - 03:02 AM

It works! Now all we need to do is to add the textures to SEE-DC.

 

Here is the code that works

The tag means Rivendell Cliff Texture to Amon Sul Cliff Texture.

I need to copy this for the other cliffs that I used.

Object RivendellCliff01
	ReplaceModule ModuleTag_01
		Draw = W3DScriptedModelDraw ModuleTag_01_rivtoas
			StaticModelLODMode = yes
			RandomTexture = prascliff01.tga 0 prrivcliff01.tga
			OkToChangeModelColor = Yes
			DefaultModelConditionState
				Model = PRRivCliff01
			End       
		End	
	End
End

Edited by MattTheLegoman, 18 February 2013 - 03:04 AM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#16 njm1983

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Posted 22 February 2013 - 09:05 PM

Well thats great news, just wondering if the textures could be kept in the map folder with the map and the map ini etc Naz seems to have been swept away by the bruinen that is life and disappeared.



#17 Bofur

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Posted 22 February 2013 - 09:09 PM

Don't think you can njm, why would you want to? They have to be in the asset.dat anyway. 


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#18 Ridder Geel

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Posted 23 February 2013 - 12:01 AM

Oh no, don't worry Naz is still around :)

Although he hasn't posted much due to him waiting for something, but apparently that never came, but i think you'll be hearing from him soon again :)


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#19 njm1983

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Posted 23 February 2013 - 12:51 AM

Don't think you can njm, why would you want to? They have to be in the asset.dat anyway. 

 As you can tell my vast knowledge is limited to mapping. I just recall seeing a map that had a new texture for a river, in the map folder itself. So I was thinking it might work that way

 

 

Oh no, don't worry Naz is still around :)

Although he hasn't posted much due to him waiting for something, but apparently that never came, but i think you'll be hearing from him soon again :)

 

Well thats comforting.



#20 MattTheLegoman

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Posted 23 February 2013 - 03:08 AM

There is also Paths of the Dead which has its cloud texture in the map folder. Can you send/post me the map or any clues to find the river map NJM?

Editing textures of rocks and stuff specifically for a map is exciting. It's kinda what Radspakr has done in the Lone Wolf Worldbuilder.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado





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