*Team Avalanche: WMRP(WorldMap Retexture Project)*

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PYROZEN can you tell me how you replace your textures using Aali driver texture injection
You need to open the tex file with a hex editor and insert EXT (filename) at the beginning of the pixel data. Make sure there is no space in between the filename and EXT
 

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http://www.postimage.org/image.php?v=Pq1XycDS

Is this where its supposed to go? Or am i doing it wrong and putting it in the wrong place
Wrong place. That is the beginning of the file. Not the beginning of the pixel data
 
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
 
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
 
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format
 
Ok went thru and did what you said foud it the i put FXT[name] but this time instead of being white as it has been  it was black and my app log said this about the texture

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: unsupported texture format
Its EXT not FXT
 
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee
 
here's a few shots with the updated grass and dirt.  Gotta tweak a few values here and there but it's going well.  I'm working on the sand next, which is animated so that should be interesting.  After that is northern snow, and mountains will be last since i suck at making rock textures.
Image5-1.jpg

Image6-1.jpg

Image7-1.jpg

Image8-1.jpg

ignore the gray edges, i was lazy and cropped them out of windowed mode.
lee
 
Um can you explain to me where the beginning of the pixel data is sorry i never used a hex editor before
You have to figure it out for yourself. I know of no easy way to figure out where it starts as it is different for every file. Trial and error. Use bitturn to figure it out by looking at the texture after you have modified it. You should see a string of weird colors in the top left corner if you did it right. Make sure you have patience... it took me 7 hours to figure out my first one
the easiest way to find it is to create a new 4-bit TEX file the same size as the original that is all black.  Everything after the pallete info is "00", so it makes it super easy to add your EXT call.  Also, you don't break the EULA by distributing the original content, making your mods completely legal.  Though i doubt square will come knocking if you were to distribute the originals.  For this mod i have created 7 custom TEX of various sizes that work for everything in the game.

lee
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
 
Pyrozen, the most recent screen shots are beautiful. Just fantastic, amazing work.
 
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.
 
Thats an interesting way of going about it. The only problem is that if it is unable to call the new png for some reason it will only show black instead of the original content
you are correct, but since i'm indentifying the world map, it helps to have a texture show up black first, so i can figure out where/whate the hell the texture is actually for ;)  Once i know where it goes then i can begin replacing it, and if a texture doesn't load i know where it is, and the APP.log will tell me what it's name is.
Good call, can you make available your black tex files? Might help me out a bit with what im doing
 
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee
 
http://www.mediafire.com/file/rj3kymy02zg/External Textures.zip

there's 7 of them in there.  They are black with the words "EXTERNAL TEXTURE" on them, with the smaller ones just having Xs on them.  I've already placed the EXT call in the files, you just have to specify your texture name.  I usually copy/paste the size i want, then modify the hex, then rename the file to the tex i want to replace. Makes it nice and easy, and i don't screw up my originals.  Hope it helps!

lee
Awesome!
 
WOW! Those screenshots look absolutely fantastic! Great job!  :-)
 
all textures on the world map will be replaced in time.  I'll release something usable once the following are finished:

Grass*
Mud
Beaches
Snow
Bottom of towns

which will still leave:
Mountains and transition textures
snow mountain
rivers
ocean deep/shallow
underwater areas

The underwater areas will be last, if i decide to even do them. Such a small portion of the game is spent down there it hardly seems worth the effort.  I will probably end up doing it at some point, just for completion sake.

;ee
 
all textures on the world map will be replaced in time.  I'll release something usable once the following are finished:

Grass*
Mud
Beaches
Snow
Bottom of towns

which will still leave:
Mountains and transition textures
snow mountain
rivers
ocean deep/shallow
underwater areas

The underwater areas will be last, if i decide to even do them. Such a small portion of the game is spent down there it hardly seems worth the effort.  I will probably end up doing it at some point, just for completion sake.

;ee
You got PM
 
errr still not getting it to work do you just think its a posibilty that you cant change the textures in the battle fields i been trying to repalce a texture in the first battle opaa the texture i trying to replace is opac but everytime i try i dont get my texuture could you possible try to replace this opac texture and tell me if it worked or not please
 
Looking AMAZING :-o
You should really do the water soon, what with it being 75% of the world and all. 
Then you could say you're already 80% done  :-)
 
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