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Using TGA Instead of DDS


Best Answer Rider of Rohan, 18 June 2013 - 10:55 PM

If i remember correctly, all you should have to do is edit and replace them as they are (.png and .jpg) otherwise no change would be recognized/made. 

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#1 ttamyurek

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Posted 18 June 2013 - 06:17 PM

Hello everybody. I'm new in this forum and this is my first post. I modeled my own unit for this game with 3Ds Max 8. And also created my own texture for it. The problem is i have problems while adding dds files into 3ds max. But there is no problem with tga. Is it possible to use tga texture while replacing it with gumanatarms.dds? I mean gumanatarms.tga instead of gumanatarms.dds?  I looked alot to solve this problem but it doesn't work. It can not create direct 3d device it says.



#2 Bofur

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Posted 18 June 2013 - 06:25 PM

Yes, you can use a .tga, and it should work in the game.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#3 Lauri

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Posted 18 June 2013 - 08:14 PM

When you're working with the model, you have to use a .tga file. You cannot apply a .dds in 3ds max, as you have noticed. For completely new textures, keeping the .tga works fine. However, if you want to replace a texture that already exist ingame you will have to convert it to .dds after you're done with it. Ie, after you've finished working on the model and have exported it.


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#4 Bofur

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Posted 18 June 2013 - 08:18 PM

And DDS files are much smaller, so are generally preferable to TGAs. So you should probably convert the TGA to a DDS after you've finished the model, anyway.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#5 ttamyurek

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Posted 18 June 2013 - 08:33 PM

When I export the model to w3d, does the material export too? Or does it export only the model and the vertices' data?


Edited by ttamyurek, 18 June 2013 - 08:34 PM.


#6 ttamyurek

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Posted 18 June 2013 - 09:09 PM

Well i tried with tga. After i created the asset file i opened the game and all i could see was invisible guys. I'll try again with dds :)



#7 ttamyurek

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Posted 18 June 2013 - 09:33 PM

I tried with dds and it worked. The palantir image looks good but i have a problem that the new texture looks like mixed with the games own texture as you see in the picture. And also the shield is mixed with the original shield. How can i fix this:

pb9w7.jpg

pb9z3.jpg

It has to look like this:

pbb7n.jpg


Edited by ttamyurek, 18 June 2013 - 09:41 PM.


#8 Rider of Rohan

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Posted 18 June 2013 - 09:48 PM

You'll have to disable the house color in the game or overwrite the normal house color with yours :p.


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#9 ttamyurek

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Posted 18 June 2013 - 09:52 PM

How can i do that? And what is house color?


Edited by ttamyurek, 18 June 2013 - 09:53 PM.


#10 Rider of Rohan

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Posted 18 June 2013 - 10:30 PM

Sorry I don't know much about House Color so i can't help you there, and House Color is like .... You know in skirmish or multiplayer how your units have team colors, that's house color. Yours is Grey on the picture :p.


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#11 ttamyurek

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Posted 18 June 2013 - 10:45 PM

Sorry I don't know much about House Color so i can't help you there, and House Color is like .... You know in skirmish or multiplayer how your units have team colors, that's house color. Yours is Grey on the picture :p.

Thank you, I understood. I found the house color textures. I'll try changing them. But the texture are png and jpg files. I hope that won't cause any problems.



#12 Rider of Rohan

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Posted 18 June 2013 - 10:55 PM   Best Answer

If i remember correctly, all you should have to do is edit and replace them as they are (.png and .jpg) otherwise no change would be recognized/made. 


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#13 Lauri

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Posted 18 June 2013 - 10:58 PM

For new housecolour textures you'll have to use .tga. If you want to replace existing ones, I think you'll have to make a .tga aswell.

 

But to disable it, simply open up housecolor.ini and search for the texture's name. I'm guessing that's GUMAArmsshield.tga in your case. It will say, and it has to say .tga, regardless of being a dds, tga, jpg or png texture. Housecolor.ini always refers to a .tga, no matter what. Simply remove the entire section.

 

Though, I am not 100% sure that the housecolour is making the mess out of your model's shield. Only the shield and "hat" is affected after all..


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#14 ttamyurek

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Posted 18 June 2013 - 11:27 PM

Thank you for all your replies. You really helped me alot. The problem was caused because of the HC. So i replaced HC with new png and jpg textures. And it worked. My unit looks awesome in different colors. Thank you once again :)

#15 Mathijs

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Posted 19 June 2013 - 04:28 PM

That's a nice model.


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#16 Bofur

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Posted 19 June 2013 - 04:35 PM

That's a nice map, too.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#17 ttamyurek

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Posted 19 June 2013 - 09:50 PM

This soldier is called janissary wich were the most elite soldiers in the Ottoman Empire army.According to this info I think you understood that I'm from Turkia(Turkey). I also have the high poly type of this. After I made it I decided to put this guy in BFME.

#18 ttamyurek

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Posted 20 June 2013 - 04:13 PM

I also added janissary archer today:

128344145-4.jpg128344132-4.jpg






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