Torchmodders

Modding => Modding Questions => Topic started by: Anarch16sync on September 07, 2014, 01:49:40 pm


Title: TextureReplace, how does it work?
Post by: Anarch16sync on September 07, 2014, 01:49:40 pm
Well, I'm making the units for the lost expedition, and since the difference with the different races of nerubians is only texture, I thought that I should use the TextureReplace tab in the units editor... but for the love of god I can't get how it works....  :(
There are only two things to fill: MaterialName, and Texture...

So my guess was that you should put the internal name of the material (the name IN the .material file) and then the name of the texture, and that all that will be read from the resource folder... But that doesn't work  ???

So have someone tried, used or know an unit that use this property so I could see how it works? I will keep trying to find out how it works, but still any help is appreciated.

Edit: Finally, I found a monster that uses the texture replace, apparently my first guess was almost right, the material is the internal name, but the texture file need to have the full directories name like in texture override :D
Title: Re: TextureReplace, how does it work?
Post by: Salan on September 08, 2014, 12:49:07 am
For the big red devil manticore in synergies I just used this:


   <STRING>TEXTURE_OVERRIDE:media\models\monsters\manticore\MANTICORE_AG01.DDS

was attack gorilla's skin, I just put the DDS in that there directory and made sure it pointing at it.
Title: Re: TextureReplace, how does it work?
Post by: Anarch16sync on September 08, 2014, 09:06:42 am
Yeah, I know that property, but it only works right when the monster has only one texture image on the material file. In the case when the material file point to more than one texture, TextureReplace works betters. Tonight I will try to make a reference on those properties, how and when to use them  8)
Title: Re: TextureReplace, how does it work?
Post by: Phanjam on September 08, 2014, 06:51:08 pm
Hi Anarch.

If you need multiple monsters using the same model, but the model has submeshes with different textures, the way ive done it was to copy the .mesh for all the units that will use it and rename each copy uniquely for each unit.

Do the same for the .material files (copy, rename) of course with matching names for each .mesh. Then make your new textures for each unit. Name them as you wish as long as those are the names you use in the new .material file copies.

And youre right: to just use texture replace, the model must not have any submeshes.

Hope that will help :P
Title: Re: TextureReplace, how does it work?
Post by: Anarch16sync on September 09, 2014, 05:53:42 am
Well, actually texture replace, not to be confused with textureoverride, is how to avoid making multiple clone meshes, I just end to write the first part of a tutorial for using it.  8)
Title: Re: TextureReplace, how does it work?
Post by: Phanjam on September 09, 2014, 06:58:46 am
Ah, my bad :P yes I meant texture override.

"Texture replace" is new to me. I look forward to reading your tut!

If you can, pls make a page for it in our wiki (or I can put it there for you). I'll take care of making links to it from the home page ;)

EDIT:
Never mind about making it in the wiki - I just saw your new topic (http://torchmodders.com/forums/textures-graphics/textureoverride-vs-texture-replace-(how-when-and-why)/msg473/#msg473) about Texture Replacement!