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Old Jan 04, 2011, 01:46 AM // 01:46   #1
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Talking Combining TPF files, OR (read in thread)..

Heya, I think most people know how annoying it can be to search for your texmods to add them when they aren't kept in your history of used mods. So, i thought i'd give merging tpf files a try, which absolutely failed . How do I merge different mods in 1 mod?

Just in case it's not possible (probably isn't), could anyone please edit a blindfold logging image, to get it all black instead of purple? I'll be able to replace my logging image file with the image containing a black blindfold (ofcourse I tried photoshop, but it only turns gray and not totally black :s, I honestly don't really know how to use photoshop..)

an easy solution would be: texmod being able to run logging mode with mods activated! so you can save the edited skins and structures!
But I don't think texmod is able to do so...

thx in advance!
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Old Jan 04, 2011, 02:37 AM // 02:37   #2
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TexMod's last update was February 2006, and I've tried to get a hold of the guy who made it at least 2 years ago with no luck then, so I doubt any changes to TM will ever happen unless someone makes a totally new piece of software.

I agree logging while a mod was on would be cool. I TRIED to use a few different programs (3D Ripper DX) being one of them and the result was they always extracted the proper texture while running the texmod. In other words, I guess it grabs a fresh one from the game files of the game you're using since TM dosen't actually modify any game files at all.

Since extracting textures from the TPF's is basically impossible from every method if ever tried, the only time you would come remotely close to extracting one is doing some crazy hacking to your own GW system process to find it floating around in there.... eh
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Old Jan 04, 2011, 07:22 AM // 07:22   #3
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You can merge multiple .tpf files with the aid of a program called opentpf, which does exactly what you'd think. It extracts the images along with the definition file that you need to make a log file for a new mod.

You'll need to extract the images and insert the path to the directory where they are extracted into a new log file, then browse to that log file in package build mode of TexMod.
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Old Jan 04, 2011, 11:42 AM // 11:42   #4
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Quote:
Originally Posted by Chrisworld View Post
TexMod's last update was February 2006, and I've tried to get a hold of the guy who made it at least 2 years ago with no luck then, so I doubt any changes to TM will ever happen unless someone makes a totally new piece of software.

I agree logging while a mod was on would be cool. I TRIED to use a few different programs (3D Ripper DX) being one of them and the result was they always extracted the proper texture while running the texmod. In other words, I guess it grabs a fresh one from the game files of the game you're using since TM dosen't actually modify any game files at all.

Since extracting textures from the TPF's is basically impossible from every method if ever tried, the only time you would come remotely close to extracting one is doing some crazy hacking to your own GW system process to find it floating around in there.... eh
Yes it would be nice indeed, pitty thing it's not
and hacking a proces I don't really want to f*ck up is not really an option here xD.. thx though!

EDIT: solution found!

Last edited by Ollii; Jan 04, 2011 at 12:18 PM // 12:18..
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Old Jan 04, 2011, 11:43 AM // 11:43   #5
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Quote:
Originally Posted by MisterB View Post
You can merge multiple .tpf files with the aid of a program called opentpf, which does exactly what you'd think. It extracts the images along with the definition file that you need to make a log file for a new mod.

You'll need to extract the images and insert the path to the directory where they are extracted into a new log file, then browse to that log file in package build mode of TexMod.
I will certainly give this a try ! ty !

*EDIT*: THANK YOOOUUU ! It worked I'll make the steps clearer for other readers:
1) I comprimised the black blindfold tpf file (with opentpf)
2) I opened it and copied all the image files to my 'out' file from texmod
3) I edited the texmod.def, just by adding the entries from the black blindfold texmod.def (do not replace the other files ..)
4) make sure everything is saved, and tadaaaaa then just build the package, save it and run it with texmod ^^

thank you!

Last edited by Ollii; Apr 21, 2011 at 05:46 PM // 17:46..
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Old Mar 26, 2011, 08:21 PM // 20:21   #6
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Can anyone help me out with this please. I am hopelesly lost. I extract the files of two mods. So that I have the unzipped textures, but I cannot figure out how to put them together.
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Old Mar 26, 2011, 09:28 PM // 21:28   #7
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Quote:
Originally Posted by Rasilon View Post
Can anyone help me out with this please. I am hopelesly lost. I extract the files of two mods. So that I have the unzipped textures, but I cannot figure out how to put them together.
Create a temporary folder and dump everything from the extracted mods. Along with the textures, there will be a definition file. Make a copy of one of them, and then copy + paste the contents of the other definition file into the copy you just made, and then save it. TexMod can use either .def or .log extension to create a package. Open TexMod, choose package build, and then browse to the definition file you created. Select Package mode, browse to the mod you just created, and load it.

If you need further assistance, upload the mods somewhere and/or post links.

edit: The only thing you actually need to do is create or modify a definition file, but I'm not very good at explaining.

Last edited by MisterB; Mar 26, 2011 at 11:05 PM // 23:05..
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Old Apr 09, 2011, 02:51 PM // 14:51   #8
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Thankyou. sorry took so long to reply. Dodging floods around here.

I sort of go it to work, but it became a pain, so i just use Quick Texture Bypass now to load all my mod files up. Works very well.
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