Aug 15, 2009, 11:26 PM // 23:26
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#241
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Core Guru
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Quote:
Originally Posted by Jette Antral
EDIT: One final question; is your software able to point to texture files that TexMod can't? I have reason to believe that armor files, for example,are compiled from multiple different files into a single texture that TexMod picks up, instead of the 5 individual files (6, including hair) that (I think) are assembled into the armor, meaning that to change an armor via texmod, you must be wearing the exact same dye, armor, hair style, and hair color combination as the modified for it to work properly, which is obviously a huge beotch to work with. If yours can replace the individual armor files instead of the assembled files (again, here we're assuming my theory holds any weight at all, though to do it by giving each and every possible armor/dye combination its own texture would provide... uh... I lost my calculator, but a very, very large numbers of necessary files), then it would be a huge help having to anybody who wanted to change armor. If not, meh. I'm bugging (harassing) various ANet representatives about private servers and the possibility of setting up a private server (I took Gaile's cat, and I'm not giving him back until I have one), which should allow me to modify the .dat file directly, without all of this hassle.
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Sorry for the late replies, this thread is supposed to email me when someone posts but I guess it has stopped doing that.
Most games dynamically generate a single texture (often called a "skin") to encompass a character or models textures. This is simply because a model using just 1 texture draws much faster than a model using 2+ textures. To accomplish this, they simply create a new blank texture, copy/paste the needed textures into it, and save that texture in memory for later use. Then every time a character needs to be drawn, we only need to use 1 texture to draw it, since that texture now has all the imaging needed to draw a full character (helmet, clothes, skin, hair, face, boots, etc) inside of it. Even Terrain Engines like Guild Wars' have 1 giant, 1024x1024 texture split into smaller squares to draw the terrain.
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Aug 19, 2009, 02:18 AM // 02:18
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#242
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Academy Page
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That is what I suspected. I assume from your answer that your tool is unable to modify the "base" files that assemble into the single larger texture. It's not a huge problem, really, since usually the combination stays the same, but it would save a lot of pointless cutting & pasting hairstyles and what have you when somebody asks me to change their armor around.
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Aug 21, 2009, 06:39 AM // 06:39
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#243
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Desert Nomad
Join Date: May 2005
Location: Calgary, Alberta, Canada
Profession: W/
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this question has probably been asked, but is there a way to change the order of the UT sounds? for example can I swap God-like and Holy S***? send me a PM.
Edit: Is there a way to change the volume on them too?
Last edited by Chronos the Defiler; Aug 21, 2009 at 07:29 PM // 19:29..
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Aug 22, 2009, 05:17 AM // 05:17
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#244
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Core Guru
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Quote:
Originally Posted by Chronos the Defiler
this question has probably been asked, but is there a way to change the order of the UT sounds? for example can I swap God-like and Holy S***? send me a PM.
Edit: Is there a way to change the volume on them too?
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1) Nope.
2) Nope.
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Aug 28, 2009, 03:58 AM // 03:58
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#245
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Academy Page
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Do you know if your texture program works for Linux? I've got this ugly Windows partition sitting on my hard drive, and the sole reason it's here is because TexMod isn't designed to work with alternative OSes. If it does, it'd save me a pain in the ass if you wanted to release it, but if not or if it just doesn't work without DX9, then I'll probably end up writing my own tool so I can cleanse my system of this overdone RAM-eating crapware-infested menace once and for all.
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Aug 29, 2009, 10:31 AM // 10:31
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#246
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Ascalonian Squire
Join Date: Jul 2009
Location: Norway
Profession: R/
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Thanks! but what is the sound thing?
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Aug 29, 2009, 10:49 AM // 10:49
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#247
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Desert Nomad
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
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Wat
The sound is like noise but it's better because it's unreal tournament sound noise? kinda thing...
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Sep 10, 2009, 03:46 AM // 03:46
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#248
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Wilds Pathfinder
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Is there any chance this mod will incorporate cartography facilities?
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Sep 10, 2009, 07:48 PM // 19:48
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#249
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Krytan Explorer
Join Date: Jan 2009
Location: Canada
Guild: The First Dragon Slayers [FDS]
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Quote:
Originally Posted by Windf0rce
Is there any chance this mod will incorporate cartography facilities?
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You can run multiple mods at once, just get the cartography one.
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Sep 18, 2009, 11:48 AM // 11:48
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#250
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Academy Page
Join Date: Jan 2008
Location: Kirchlinteln, NDS, Germany
Profession: Me/Rt
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The UT sounds stopped working with the current game update.
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Sep 18, 2009, 05:39 PM // 17:39
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#251
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Krytan Explorer
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Yup, I noted that too.
EDIT: starting to miss the sounds already.
Last edited by headlesshobbs; Sep 19, 2009 at 07:32 PM // 19:32..
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Sep 18, 2009, 06:30 PM // 18:30
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#252
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Yeah a fix would be awesome please kuntz
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Sep 21, 2009, 07:36 PM // 19:36
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#253
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Core Guru
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I will get an update to you guys today, but a bit later, busy this afternoon for a bit.
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Sep 22, 2009, 09:13 PM // 21:13
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#254
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Core Guru
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Updated to 2.4. I didn't actually load into any PvP to test out the sounds out, kinda just assumed they'd work. Let me know if they don't!
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Sep 25, 2009, 03:15 AM // 03:15
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#255
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Krytan Explorer
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I tested it with JQ and all the sounds are working fine. Good job with the update.
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Sep 30, 2009, 11:01 PM // 23:01
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#256
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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I've been having issues with the sounds not working if stuff dies to quickly...granted I really just wanted this for the armor XD
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Oct 15, 2009, 12:37 AM // 00:37
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#257
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Core Guru
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Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
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Oct 15, 2009, 01:03 AM // 01:03
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#258
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Krytan Explorer
Join Date: Jan 2009
Location: Canada
Guild: The First Dragon Slayers [FDS]
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Quote:
Originally Posted by Brett Kuntz
Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
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Do you have an estimate on how long this will take by any chance?
tyvm for the heads up!
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Oct 15, 2009, 01:12 AM // 01:12
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#259
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Frost Gate Guardian
Join Date: Aug 2005
Location: Europe
Guild: The Second Rising [TSR]
Profession: R/
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Brett, that really s*cks.
Good luck with finding a new way of implementing the mod!
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Oct 15, 2009, 01:14 AM // 01:14
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#260
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Krytan Explorer
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If they were to update the game itself so the HD detail was enabled, this wouldn't be a problem anymore but I still find it too enjoyable with the UT sounds included.
Thanks for letting us know ahead of time.
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