Jul 01, 2007, 06:21 PM // 18:21
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#21
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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how do you edit the sounds? Texmod is kinda ok for textures but sounds?
Also, I just can't get the hang of changing armors or weapons. They just become too shiny.
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Jul 01, 2007, 06:53 PM // 18:53
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#22
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Hall Hero
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Gaile's on patrol, maybe she'll comment...
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Jul 01, 2007, 07:42 PM // 19:42
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#24
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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whats even funnier is theres a german site called nude something tht had a link to to another site aabout ppl wanting to know if it could be done , that was back in Nov 05 - Jan 06 lol
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Jul 01, 2007, 07:51 PM // 19:51
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#25
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Krytan Explorer
Join Date: Aug 2005
Location: Long Island
Guild: So Goth We Crap [Bats]
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This should of been a solid no by Anet, it may open up a bunch of problems when people can do things like this. Maybe make some things invisible and such..
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Jul 01, 2007, 08:19 PM // 20:19
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#26
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Pre-Searing Cadet
Join Date: Jul 2006
Profession: A/Mo
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Quote:
Originally Posted by NekoZ
This should of been a solid no by Anet, it may open up a bunch of problems when people can do things like this. Maybe make some things invisible and such..
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You know that would only be for the person who did it, right? And if they screwed things up too bad, they could always re-install. Or... Simply don't touch what you don't know how to use.
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Jul 01, 2007, 08:20 PM // 20:20
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#27
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Wilds Pathfinder
Join Date: Feb 2006
Guild: Scars Meadows [SMS]
Profession: N/
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I'd use a mod which will make all toons appear female. ;]
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Jul 01, 2007, 08:33 PM // 20:33
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#28
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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You would really love to get your hand on that Dat.Back file wouldn't you to bad it isn't a bunch of txt.files or load out core and default core.I wouldn't mind seeing a few mods for GW if there was more than one server.I tried to open that file once and it wouldn't.
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Jul 01, 2007, 10:25 PM // 22:25
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#29
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Krytan Explorer
Join Date: Feb 2005
Location: California
Guild: Looking for good PvE guild ...
Profession: A/
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I would love to mod my textures and sounds but I think I'm going to stay clear of it. I don't need to mess it up and crash the client lol.
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Jul 01, 2007, 10:36 PM // 22:36
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#30
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Ascalonian Squire
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Quote:
Originally Posted by Bryant Again
Oh HELL yes. I need to find out if I can up the resolution on the FoW armors, and see if I can modify the UI.
<3 Modding
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Yup, you can.
http://wiki.guildwars.com/wiki/Image...shot_small.jpg
Not much, but it's a work in progress, mainly to see how easy it was.
As for armors, they seem to be tied to hairstyles, and extract without transparency. Meaning jagged edges and some pretty awful looking stuff.
Quote:
Originally Posted by kai200
You know that would only be for the person who did it, right? And if they screwed things up too bad, they could always re-install. Or... Simply don't touch what you don't know how to use.
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Or just run your normal GW.exe. These mods only work when you run them through Texmod, so you can get back to normal pretty easily.
Quote:
Originally Posted by prism2525
Also, I just can't get the hang of changing armors or weapons. They just become too shiny.
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You need to extract the alpha channel as well. I've been setting it all black, basically removing any reflections, but at least the shininess goes.
Last edited by JackRabbitSlim; Jul 01, 2007 at 10:38 PM // 22:38..
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Jul 01, 2007, 11:07 PM // 23:07
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#32
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Frost Gate Guardian
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JackRabbitSlim, here's what I've been able to determine so far, as far as texture modding goes:
1. Using BMP format as a target export format in Texmod preserves the texture and the alpha at the correct sizes. (I expected the Targa (TGA) format to do this, and was surpised when it didn't.)
2. The textures appear to be quadrant-based, and the alpha channel as well; as an example, when I exported my ranger's texture, I got a nearly-all-black alpha on the top half and left half of the bottom, but the alpha was nearly all white where her hair texture was in that lower right quad.
3. Transparency, from what I've seen so far, does not appear to be alpha related; it looks as though the alpha is purely for reflection mapping, but I've not seen enough, as yet, to declare this as truth. All I know is, when I changed part of the alpha to white, in response to an area I wanted "transparent", I got the shiny look in game. When I changed the area to match the general background color of the exported texture and went back to the old alpha, the in-game model presented the finish correctly, but the modded area showed up in the color I'd switched to, rather than transparent.
This is going to be an interesting challenge!
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Jul 01, 2007, 11:15 PM // 23:15
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#33
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Ascalonian Squire
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I've found pretty much the same things, and I've been extracting as .PNG. Transparency can be handled using .PNGs and just making sections transparent in the actual texture. Setting the alpha to all black generally gives a matte look, so I'd agree it's primarily for reflections. I may shoot Emily a message to ask about it, but I'm not sure if she'd be able to confirm.
The biggest problem I've had so far is getting hair to look anywhere near decent, seeing as what was graded opacity on the actual textures comes out as grayscale when extracted. For that reason, I'm staying away from armor modding at the moment, sticking to weapons and the UI.
And yup, it's been great fun so far!
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Jul 01, 2007, 11:17 PM // 23:17
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#34
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by mazey vorstagg
However I believe that the file only contains the meshes and textures used in the game, nothing that could be used to 'cheat'. Therefore all the changes you made would be client side and only you would be able to see.
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From here
Quote:
The client doesn’t do much except graphical presentation and input preparation (including encryption). This is a deliberate security choice. They assume the game client is infinitely hackable, and hence limit its power to sending a small number of well-defined messages.
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So basically the only thing you will be able to do is change how things look/sound. However that could still be an advantage as others have described above. Though if ANET adds a graphics option to make the graphics easier to recognise its not the same, because everyone is still equal (instead of people with a mod having an advantage).
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Jul 01, 2007, 11:26 PM // 23:26
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#35
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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Quote:
Originally Posted by JackRabbitSlim
You need to extract the alpha channel as well. I've been setting it all black, basically removing any reflections, but at least the shininess goes.
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how do you get those channels out? Are they within the image or not?
Sry about this but i don't really understand much about channels.
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Jul 01, 2007, 11:32 PM // 23:32
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#36
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Ascalonian Squire
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Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me.
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Jul 01, 2007, 11:39 PM // 23:39
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#37
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Hall Hero
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Quote:
Originally Posted by JackRabbitSlim
Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me.
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Do you have any more examples you'd be able to show us?
Also, how're you editing then using these files? Is there any executables we can use online?
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Jul 01, 2007, 11:47 PM // 23:47
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#38
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by JackRabbitSlim
Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me.
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If it is similar to other game's textures, I'm guessing the alpha channel is the specular map. So if you want buckles to be shiny you cut can make that area of the alpha channel lighter to give the buckles a shiny look.
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Jul 01, 2007, 11:50 PM // 23:50
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#39
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Ascalonian Squire
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I don't have any examples of working with the alpha channel, no. I'll try and knock something up in the coming days - once I get my hands on a fellblade to mod (hint hint).
As for how I'm editing, I'm using Texmod and Photoshop. There's a guide on how to actually use it here: http://wiki.guildwars.com/wiki/Guide...-game_graphics
If you're interested in modding the UI, shoot me a message on the official wiki (User:AT).
Quote:
Originally Posted by Redfeather1975
If it is similar to other game's textures, I'm guessing the alpha channel is the specular map. So if you want buckles to be shiny you cut can make that area of the alpha channel lighter to give the buckles a shiny look
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That sounds like a pretty good guess. I pretty much suck at reflections etc, so I've been avoiding them so far.
Last edited by JackRabbitSlim; Jul 01, 2007 at 11:52 PM // 23:52..
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Jul 02, 2007, 02:02 AM // 02:02
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#40
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Krytan Explorer
Join Date: Jan 2006
Location: Gold Coast, Australia.
Guild: Overclockers Australia [OCAU]
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I'm working on a custom UI for my Guild. Really enjoying it.
http://dfcowell.com/stuff/gwmod1.jpg
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