Modding Issues and Questions

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Sireyn
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Re: Modding Issues and Questions

Postby Sireyn » Mon 21 Oct 2019 08:56

libbmaster wrote:First - I had no idea I was supposed to be exporting with a double click instead of the export option? There's a difference?

Second - I tried exporting via double click: replacing the file in the ppk with the exported file (EVEN if I didn't touch the exported file with paint.net) produced the same results.

I've even tried redownloading the modding suite - still got the same issue.

Here's a link to the replacement picture: https://drive.google.com/open?id=1EL2qq ... EGfbpaufY8

I'm not sure that it maters, since my issue seems to be unrelated to the changes I made to the pic, but perhaps it'll work for you?


- Exporting via double-click makes a difference for me.
- I must edit the dds and save, with or without changes, in order to import it back into the ppk successfully.
- Importing your edited file produced a crash, but if I save it through Photoshop in DTX1, your file imports successfully (even though it is darker)

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Re: Modding Issues and Questions

Postby libbmaster » Mon 21 Oct 2019 09:50

Sireyn wrote:- Exporting via double-click makes a difference for me.
- I must edit the dds and save, with or without changes, in order to import it back into the ppk successfully.
- Importing your edited file produced a crash, but if I save it through Photoshop in DTX1, your file imports successfully (even though it is darker)

Image


This is just bizarre.

I downloaded the DDS plugin for GIMP, opened and saved the image, tried to upload the file and got the same issue.

I have no idea what's happening and it's kinda frustrating! I've run out of ideas - but thank you for your help anyhow.

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Re: Modding Issues and Questions

Postby Rom457 » Mon 21 Oct 2019 14:11

Is making a vehicle land and/or water capable as simple as it sounds? As I need to have the option to make the XA-180NO land and/or water capable, anyway I don't know to the full degree of what should be done with the goal that its appropriately actualized in game.

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Re: Modding Issues and Questions

Postby libbmaster » Tue 22 Oct 2019 07:39

Sireyn wrote:



Oh one more thing - I'm going to see what happens if I edit the 3D texture of a unit, but I don't know which ZZ_3 file to use: a or b?

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Re: Modding Issues and Questions

Postby Sireyn » Tue 22 Oct 2019 12:29

libbmaster wrote:Oh one more thing - I'm going to see what happens if I edit the 3D texture of a unit, but I don't know which ZZ_3 file to use: a or b?


Unit textures are in 3A and 3B. You'll have to open them until you find what you want. Here are my notes on texture locations.

Textures (ZZ_3a and ZZ_3b)
430000210 : Vanilla Units
430000366\440000543 : Eastern Block extra units, Anti-Ship Launchers
430000564\430000574 : Blue/Red Dragons, Eastern Block, France, UK, CAN, USSR, US extra units
430000587\430000609 : Scandinavia DLC Units
510019512\510024196 : Netherlands Units
510027397\510040615 : Netherlands Infantry
510040615\510047860 : Israeli Units
510053208\510057270 : Finnish and Yugo Units

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Re: Modding Issues and Questions

Postby libbmaster » Wed 23 Oct 2019 02:25

Sireyn wrote:
Unit textures are in 3A and 3B. You'll have to open them until you find what you want. Here are my notes on texture locations.

Textures (ZZ_3a and ZZ_3b)
430000210 : Vanilla Units
430000366\440000543 : Eastern Block extra units, Anti-Ship Launchers
430000564\430000574 : Blue/Red Dragons, Eastern Block, France, UK, CAN, USSR, US extra units
430000587\430000609 : Scandinavia DLC Units
510019512\510024196 : Netherlands Units
510027397\510040615 : Netherlands Infantry
510040615\510047860 : Israeli Units
510053208\510057270 : Finnish and Yugo Units


Thank you for that list.

What tool are you using to separate the alpha channel from the texture? When I load the extracted file I can only see the alpha channel, not the actual textures (and the tool suggested by the guide I'm using has a dead link!)

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Re: Modding Issues and Questions

Postby Sireyn » Wed 23 Oct 2019 04:41

libbmaster wrote:Thank you for that list.

What tool are you using to separate the alpha channel from the texture? When I load the extracted file I can only see the alpha channel, not the actual textures (and the tool suggested by the guide I'm using has a dead link!)


I primarily use Photoshop CS6, where the RGB and Alpha channels are toggleable within the file. A free tool with similar functionality is Gimp. Which guide are you using and what tool is it trying to suggest?

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Gimp 2.8.14
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Re: Modding Issues and Questions

Postby libbmaster » Wed 23 Oct 2019 05:15

Sireyn wrote:
I primarily use Photoshop CS6, where the RGB and Alpha channels are toggleable within the file. A free tool with similar functionality is Gimp. Which guide are you using and what tool is it trying to suggest?


Here's the guide: viewtopic.php?f=161&t=40121

Wanted me to use something called a "compressantor". I tried opening with gimp but got only the alpha channel - I'll go google how to fix that (I'm sure it's been asked before).

EDIT: I figured out how to separate the layers! Only problem is they're all in greyscale... I'll go google the answer to that! :D

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Re: Modding Issues and Questions

Postby libbmaster » Fri 25 Oct 2019 07:34

Sireyn wrote:


Just had a friend (who goes by "nullAurelian", I believe you helped him with some patcher related stuff) try following the steps I posted.

Not only does he receive an error message from the modding suite when uploading a DDS file without a tgv extension, but when uploading a file with a tgv extension he does not experience the same compression issue I had (the game still crashes on loading though!)

This is VERY weird, and I intend to find more people to test it on their machines.

EDIT: just had a second fellow I know try this - he had the same problems I had (bizarre compression on upload). I just want to change some portraits, darn it! I'll keep looking into this, it's REALLY starting to bug me.

EDIT #2: How do you open a tgv file? The other person I asked for help tells me that when they use the "picture" tool for exporting they get a tgv.dds file, but when exporting with double click they get just a .tgv file.

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Re: Modding Issues and Questions

Postby libbmaster » Fri 25 Oct 2019 08:31

Rom457 wrote:Is making a vehicle land and/or water capable as simple as it sounds? As I need to have the option to make the XA-180NO land and/or water capable, anyway I don't know to the full degree of what should be done with the goal that its appropriately actualized in game.


Oh man, I totally missed your comment -

Make sure you change the "modernwarfareorderable" module to one from an armed, amphibous transport unit (like the XA-180 that is amphib) - otherwise bad things happen.

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