Jul 06, 2007, 05:06 AM // 05:06
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#401
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Krytan Explorer
Join Date: Dec 2005
Guild: Miss Meow Meow's Guild
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I'm not sure if this already has been mentioned, but I found an easy way to preserve alpha channels when extracting and importing textures from and to TexMod.
Just select DDS when extracting textures. And use this program for converting the DDS to and from PSD: http://eliteforce2.filefront.com/fil...onverter;29412 (remember to select Save Alpha and DXT5 in options)
Then you can Photoshop to edit the texture and the alpha channel within. (I think alpha channel range 0-148 control transparancy and 149-255 control "shiny"-ness)
If you use the solution mentioned in the wiki (replace the shiny texture with a black one) you'll lose all shiny effects in the game (things may start to seem "flat"), and any textures you add will be completely opaque (capes, for instance, are supposed to be completely transparant at the outer edges).
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Jul 06, 2007, 05:18 AM // 05:18
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#402
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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rofl "WUT?" i like your huge pear tower shield
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Jul 06, 2007, 05:32 AM // 05:32
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#403
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Wisconsin
Guild: Guardians Alliance [ALLY] now recruiting
Profession: D/A
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boy am i geting a hoot and a holler after lookin at these images!
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Jul 06, 2007, 06:03 AM // 06:03
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#405
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Jungle Guide
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Quote:
Originally Posted by Abbel Calima
Originally Posted by Abbel Calima
Ok i can't seem to get it to work, I'm following this guide 'http://wiki.guildwars.com/wiki/Guide_to_modifying_in-game_graphics'
to add the mods wich Ailia has made.
I only want the following mods 'AilHealthv2.tpf' and 'AilRadarv2.tpf', but when i click 'run' on 'texmod', Guildwars will load normally and when I login, I don't see any differences. Do I need to run every single mod of the package of Ailia or am I doing something wrong?
I really just want those 2 mods, so if anyone can help me out here I'll be very thankful.
Anyone...?
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- Launch TexMod
- Click on the Package Mode button/tab
- Click on Target Application folder button and select gw.exe
- Click on the small folder icon above the red X icon and browse to the packages you want to use
- Make sure all the packages you want to use are in the Package Name list on the left
- Click the Run button to launch GW and use said packages.
- ???
- Profit!
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Jul 06, 2007, 06:10 AM // 06:10
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#406
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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http://img149.imageshack.us/my.php?image=gw179eo5.jpg
its not done, but its been going pretty good since last night. i especially like my dragon sword
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Jul 06, 2007, 06:10 AM // 06:10
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#407
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Jungle Guide
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Quote:
Originally Posted by Abbel Calima
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Ok it looks like you've done everything correctly as outlined above by others and myself. Not sure why it is not working for you. Could it be some sort of application incomparability with your non English version of windows?
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Jul 06, 2007, 06:15 AM // 06:15
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#408
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Frost Gate Guardian
Join Date: Apr 2005
Location: New Hampshire, USA
Guild: none
Profession: D/
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You people are all amazing.
Tomorrow, I'm giving my MM a "WORST MM EVER" shirt. Because of this, the possibilities with STAR are now literally limitless.
Last edited by TRUEgamer; Jul 06, 2007 at 06:18 AM // 06:18..
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Jul 06, 2007, 06:21 AM // 06:21
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#409
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Jungle Guide
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EDIT: Gotta love double posts due to forum lag /sigh
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Jul 06, 2007, 06:23 AM // 06:23
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#410
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Frost Gate Guardian
Join Date: May 2007
Location: The Netherlands
Guild: Envoys From Above [soul]
Profession: Me/
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Quote:
Originally Posted by Imaginos
Ok it looks like you've done everything correctly as outlined above by others and myself. Not sure why it is not working for you. Could it be some sort of application incomparability with your non English version of windows?
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I can't imagine that being a problem actually.. Perhaps the tpf files are corrupt?
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Jul 06, 2007, 06:23 AM // 06:23
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#411
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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hang on i have some help for someone whos having problems to make it work even if you may have the steps right. first question is, have you logged more than once? and have you packaged more than once? the possibility (like with myself) i had a mix up where the textmod TEXT FILE had the wrong address to my changed textures because i had moved it,and i was literally mixing all my crap up.
so try moving EVERYTHING out of the OUT folder and put it somewhere else. RE-PACKAGE what you want to do, double checking the text file for the correct addresses, dont double up on lines of the same texture, and check you have the correctly edited files.
basically you should isolate the problem by moving everything that could be making a problem, and do it all over. just move in the files you already edited after you re-log (so it creates a new textfile list) the ones you want to change. then package it after you have your edits replacing the originals and try it then. ... just go trial and error. you'll figure it out, its hard to explain
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Jul 06, 2007, 06:42 AM // 06:42
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#412
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Jungle Guide
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Quote:
Originally Posted by Abbel Calima
I can't imagine that being a problem actually.. Perhaps the tpf files are corrupt?
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Hmm i guess that is possible. Try downloading the image that was posted of the pink strips on the health bar, rename it from .jpg to .rar and unrar it and try loading that health bar. It worked for me so should not be corrupt.
I'll edit the post to put the person's name in and the page they are on..
EDIT: Health Bar post...
In regards to the poster above me. I've noticed that the tpf files seem to work when loaded from anywhere as they are already packaged/bundled up. That being said your post above about changing the path of where you saved things in TexMod seems quite valid as the paths it executes are very explicit. So if someone was repackaging a mod and had moved stuff then they'd need to re-edit the paths in the log file to show where stuff is now stored.
Last edited by Imaginos; Jul 06, 2007 at 06:46 AM // 06:46..
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Jul 06, 2007, 06:56 AM // 06:56
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#413
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Frost Gate Guardian
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Quote:
Originally Posted by SlyClone
Dear Anet,
I think that while there is a few positive aspects, becoming clear in my mind in modding Guildwars. I'm afraid that this will open doors to exploits which most people will have no freekin idea are happening, unless they're in the know about it. Do you, as a company, want your community to make you work harder on the current title by coming up with every single way to stop those negative aspects from possibly occuring in your game, or do you want to put an end to it before it goes too far. Already there are some game mechanics being modified so that the user has a better visual advantage than the next guy who likes playing with what you, the developers, created for us in the first place. While some of the features are not implemented by you, the devs, yet (or may never be, because the game is supposed to work a certain way). Your way. Are you gonna let those few that know about this new "initiative" rule the game, because they go out of their way to make sure they get a little more out of GW than others, using 3rd party programs?
BAN THEM ALL! DO IT. no big loss YET.
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Indeed, some visual effects are going to give an advantage in pvp situations, this certainly is going to create some problems.
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Jul 06, 2007, 06:58 AM // 06:58
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#414
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Core Guru
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Quote:
Originally Posted by Gaile Gray
fenix, I was around when GStats was released, and I asked about it a few times. I was never under the impression that ArenaNet or NCsoft would or did "shut it down." I guess I could write Kuntz -- I met him in Taipei and he's a great guy so I'm sure he'd let me know. But if you have details about this, could you let me know what you believe or, more importantly, any facts that you have on hand about this? Thanks.
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None of my mods were ever banned, Anet was always good in that aspect. G-Stats was discontinued simply because it took up a lot of time and effort, and I ran out of both.
And if you guys want the ultra cool history on Texture Modding in GW, check out this Wiki entry:
http://gw.gamewikis.org/wiki/GW_Texture_Editor
Back in '05 I made a really simple texture editor just for GW. You could save/load textures, and even put executable breakpoints on ones to look into modding the game's code for further graphical effects. Derek Ravenclaw used the tool to create a new sword out of the Fiery Dragon Sword called the Icy Dragon Sword. He made a post on here as a hoax, fooled a lot of people. It was then Izzy Cartwright secretly added the IDS to the game during the Christmas update (it wasn't in the notes), and when real topics starting poping up about it dropping, Derek and I were skeptical. At first we thought it was the hoax still going, untill we saw a real one ingame. To date neither myself nor Derek ever had an IDS drop for us, or even owned one, and we created the damn thing. The next major hoax was the Terror Shield, also had a lot of people fooled. ToA id1 was filled with TS farming groups, too bad it didn't exist haha.
Anyways, if you're new to texture modding there's some technical stuff you should know:
-When dumping textures, dump them as DDS files. DDS stands for Direct Draw Surface, which means the info in the file is in the same structure and format as how it appears in Video memory. This means saving/loading is faster, on top of that, DDS uses compression which means less disk space is used, and less space in video memory.
-When loading textures, make sure they're all in DDS format (DXT1 for no alpha, DXT5 for alpha). DDS/DXT's are faster, take up less bandwidth for the Video card, and less Video memory as well.
-Use Microsoft's simple tool called DxTex.exe, it's availble from many locations. It should be about 107kb. You can split DDS files into 2 24-bit BMP files for image editing (one's the image, the other's the alpha), then convert them back into a DDS.
-Alpha layers aren't really alpha layers anymore these days, rather a 2D array inwhich any data can be stored. Data such as pre-computed angles, reflective values, oldschool blending, or plane jane transparency. Keep this in mind when looking at the alpha channels of textures. Most textures will use their alpha layer as a way of sending additional info to the pixel shaders, and not for blending/transparency. Trail & Error can be used to see what the Alpha channel for a specific texture does. But if the texture your editing has shiny parts, you can generally assume the alpha will be used for that, and if the texture you're editing is for something like the UI, you can assume the alpha will be used for blending.
-You can resize textures and use larger ones to replace smaller ones in almost all cases. This means if, for instance, your cape texture is 128x64, you can replace it with a far higher resolution texture that is 2048x1024, or 1024x512. Then your cape will look a lot cleaner ingame. You can do this will all textures, due to the fact texture coordinates are from 0.0 to 1.0, so the width/height of a texture doesn't effect the coordinate system. You can make high res items, armour, character skins, faces, UI, ect.
And the way I export textures:
I load up my DDS texture into DxTex.exe. Then I hit Printscreen and paste the image into MSPaint, and save it as TEXTURE.BMP. Then I go into the View menu and select View Alpha Channel Only. I once again hit Printscreen and paste this into MSPaint and save it as TEXTURE_A.BMP. By adding _A to the filename, I'm telling DxTex.exe that later on this will be the alpha channel for TEXTURE.BMP.
Now in MSPaint I edit the two images, saving them as 24-bit BMP's.
Load up DxTex.exe again, go to open, and open TEXTURE.BMP. Because we added _A to the alpha channel filename, the alpha channel will automatically be loaded as well. We can view it just to be sure; View -> Alpha Channel Only.
Now go into Format -> Change Surface Format and in the new window, choose either:
FOUR-CC DXT1: If you're not using alpha, or 1-bit alpha (on/off)
FOUR-CC DXT5: If you're using alpha
You can research on Wikipedia what the difference between the DXT's are if you want to know, but generally 1 & 5 are what is used.
Save your texture as a new .DDS and load it into the game!
Last edited by Brett Kuntz; Jul 06, 2007 at 09:33 PM // 21:33..
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Jul 06, 2007, 07:01 AM // 07:01
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#415
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Frost Gate Guardian
Join Date: May 2007
Location: The Netherlands
Guild: Envoys From Above [soul]
Profession: Me/
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Quote:
Originally Posted by Imaginos
Hmm i guess that is possible. Try downloading the image that was posted of the pink strips on the health bar, rename it from .jpg to .rar and unrar it and try loading that health bar. It worked for me so should not be corrupt.
I'll edit the post to put the person's name in and the page they are on..
EDIT: Health Bar post...
In regards to the poster above me. I've noticed that the tpf files seem to work when loaded from anywhere as they are already packaged/bundled up. That being said your post above about changing the path of where you saved things in TexMod seems quite valid as the paths it executes are very explicit. So if someone was repackaging a mod and had moved stuff then they'd need to re-edit the paths in the log file to show where stuff is now stored.
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Okay i did everything what u said, but still no succes. But in the text documented there is this line what says '0xD1714A21|C:\Documents and Settings\Pedro\Desktop\Out\GW.EXE_0xD1714A21.png', do i need to change that line to my own directory?
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Jul 06, 2007, 07:33 AM // 07:33
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#417
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Jungle Guide
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Quote:
Originally Posted by Abbel Calima
Okay i did everything what u said, but still no succes. But in the text documented there is this line what says '0xD1714A21|C:\Documents and Settings\Pedro\Desktop\Out\GW.EXE_0xD1714A21.png', do i need to change that line to my own directory?
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You'd need to change that if you were going to use TexMod to compile it into your own tpf, which you may as well try.
- Create a directory somewhere
- Place the .png and the .log file in it
- edit the log file path to point to this directory
- run TexMod and pack that dir into a tpf
- load the .tpf and run GW, see if it works
If that fails I'd re-download TexMod. Perhaps the program itself became corrupt. I'd get it from the tombraider site listed in the wiki if they have not uploaded their own copy to the wiki.
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Jul 06, 2007, 08:15 AM // 08:15
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#418
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Lion's Arch Merchant
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Quote:
Originally Posted by IlikeGW
wow that program kicks some ass.
I don't know what happened here, I think either I died or fell into a box of halloween crap
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In the immortal words of the philosopher Peter Griffin - "Freakin' SWEET!"
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Jul 06, 2007, 08:21 AM // 08:21
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#419
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Raged Out
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Quote:
Originally Posted by floppinghog
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love all the clear stuff but the black energy pips is just to hard to see and is a bit inconvenient but it is your mod
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Jul 06, 2007, 08:23 AM // 08:23
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#420
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Frost Gate Guardian
Join Date: May 2007
Location: The Netherlands
Guild: Envoys From Above [soul]
Profession: Me/
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Quote:
Originally Posted by Imaginos
You'd need to change that if you were going to use TexMod to compile it into your own tpf, which you may as well try.
- Create a directory somewhere
- Place the .png and the .log file in it
- edit the log file path to point to this directory
- run TexMod and pack that dir into a tpf
- load the .tpf and run GW, see if it works
If that fails I'd re-download TexMod. Perhaps the program itself became corrupt. I'd get it from the tombraider site listed in the wiki if they have not uploaded their own copy to the wiki.
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Mkay, really weird. Still not working, guess its not compatible with my computer?
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