changing an objects texture using map ini
#21
Posted 23 February 2013 - 05:50 AM
#22
Posted 23 February 2013 - 06:26 AM
Golly gosh. ;p I did not understand things like I do now. It would have been either the minor edit EA Paths (cloud was there from EA), or my City of the Dead (in which I changed the textures for RJ-Cam and they showed pink in game, just like our rocks, same reason)
Well, the next step would be to ask if one can have a mod with just textures, maps and an asset, so we can test this seperately to SEE and merge later.
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
#24
Posted 09 April 2013 - 05:15 PM
Hey could somebody maybe point me in the right direction with a little problem?
I'm trying to change the textures of all the rocks on a map so that they are more moss covered, now I've found a texture in the games default Asset.dat that would be appropriate (prfngrnrock.dds) but it doesn't seem to work and when I fiddle around the object disappears entirely.
.
Here's what I've got in the map.ini
Edited by Fudge, 09 April 2013 - 05:16 PM.
#26
Posted 09 April 2013 - 05:51 PM
I've tried that before and I get an error message.
#27
Posted 09 April 2013 - 11:03 PM
Sorry I didnt see this sooner.
Here is the code from MTL map ini for weathertop
Object IronHillsRockyOutcropping02 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_irontoas StaticModelLODMode = yes RandomTexture = prascliff01.tga 0 pironhillsoutcrop02.tga OkToChangeModelColor = Yes DefaultModelConditionState Model = PIronHillsOut02 End End End End
#28
Posted 10 April 2013 - 03:43 AM
I don't know if this will work - tell me of course if it does.
The information I used to make this came from data\ini\object\nature\naturerocks.ini
and art\compiledtextures\pr
ChildObject DarkRockGrey05 GenericRockVendor ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_darkgreytofan StaticModelLODMode = yes RandomTexture = prfngrnrock.tga 0 prgrey.tga OkToChangeModelColor = Yes DefaultModelConditionState Model = PRDarkGrey05 End End End End
ModuleTag_01_darkgreytofan you can change this if you like.
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
#29
Posted 10 April 2013 - 10:00 AM
Thanks Matt but unfortunately the rock still has the same texture.
#30
Posted 10 April 2013 - 04:55 PM
I don't believe you need to mention the childobject part in map.ini, but i could be wrong... I tend not to work in the map.ini's
Object DarkRockGrey05 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_darkgreytofan StaticModelLODMode = yes RandomTexture = prfngrnrock.tga 0 prgrey.tga OkToChangeModelColor = Yes DefaultModelConditionState Model = PRDarkGrey05 End End End End
That should work if that is indeed the texture you want applied to the model... first is the one it changes to, second is the original texture (unless im mixing those two up again -.-')
#31
Posted 10 April 2013 - 06:34 PM
Nope that doesn't work, why is it whenever I try and do something with ini it's always rather complicated.
#32
Posted 10 April 2013 - 09:43 PM
#33
Posted 27 February 2016 - 11:36 AM
How can I change the texture of a units in the game ?
My code doesn't work I dont know please help me :
Object LindonElvenWarrior
ReplaceModule ModuleTag_01Draw = W3DHordeModelDraw ModuleTag_01TestStaticModelLODMode = yesRandomTexture = eugaladh_bow.tga 0 cubows.tgaOkToChangeModelColor = YesDefaultModelConditionStateModel = rugaladrim_sknSkeleton = RUElfWar_SKLEndEndKindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE THROWN_OBJECT PATH_THROUGH_EACH_OTHER ARCHER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROPScale = 0.91Geometry = CYLINDERGeometryMajorRadius = 8.0GeometryMinorRadius = 8.0GeometryHeight = 19.2GeometryIsSmall = YesShadow = SHADOW_DECALShadowSizeX = 14;ShadowSizeY = 14;ShadowTexture = ShadowI;EndEnd
Edited by Glorfindel23, 27 February 2016 - 11:37 AM.
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