• Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Search
    • Login

    New textures/skins for MACHINES.

    Modding
    6
    33
    18.4k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • PisarzP
      Pisarz @bilal
      last edited by

      @bilal said:

      @Pisarz What tools were you thinking of implementing?

      All the tools related with rendering in general.


      Without selecting any area (using the "magic wand" tool in this case), I can make adjustments to the image as a whole piece. This might be enough for some textures, but some others require more work, which I can't do due to this problem.
      workplace.png
      When I select an area, the adjustments get blocked.
      workplace2.png
      Furthermore, I can no longer paint this texture (which has been saved after being modified).
      workplace3.png

      I'll continue experimenting (I still haven't tried converting other formats into BMP and replacing original textures using the same name).
      If I manage to solve this problem, I'll upload a step by step guide for modifying the textures.

      1 Reply Last reply Reply Quote 0
      • PisarzP
        Pisarz @Byrgius
        last edited by

        @Byrgius said:

        So the textures are overlayed with color in-game?

        Yes, it's as if it was meant to be of that color.

        I'm a graphic designer so if you need some skills let me know :)

        Awesome! I'll keep that in mind!

        1 Reply Last reply Reply Quote 0
        • PisarzP
          Pisarz
          last edited by

          @bilal
          @Byrgius
          @Encrypted

          This represents my frustration:
          8Tz6G.jpg
          I actually converted an image into a BMP and replaced a texture by said image with the same name.
          Guess what.... THE GAME CRASHES.

          1 Reply Last reply Reply Quote 2
          • ByrgiusB
            Byrgius
            last edited by

            @Pisarz Try double clicking on the layer as it is now locked because it's set as background. Doing that will make it a normal layer which should unlock all edit options for you.

            PisarzP 1 Reply Last reply Reply Quote 2
            • PisarzP
              Pisarz @Byrgius
              last edited by Pisarz

              @Byrgius said:

              @Pisarz Try double clicking on the layer as it is now locked because it's set as background. Doing that will make it a normal layer which should unlock all edit options for you.

              I tried again with both the same file and another one. The attempt was unsuccessful. Yet, this could be due to one of the following possibilities:

              • My version of Photoshop CS6 is portable. For example, I cannot load frames from a video to make animated gifs.
              • The game's BMP files are not exactly of the same format as modern BMP files (is this even possible?).

              Update:
              I attempted to do this with Photoshop CS5 and the result is the same.
              I suspect that the problem is related with the files and not with Photoshop.


              Update:
              https://forums.creativecow.net/thread/203/870923

              1 Reply Last reply Reply Quote 0
              • PisarzP
                Pisarz
                last edited by

                SUCCESS!!!
                Look at those tracks! New camouflage and the game didn't crash!
                SUCCESS.png
                trks3_b.BMP
                File name: trks3_b

                bilalB 1 Reply Last reply Reply Quote 0
                • bilalB
                  bilal @Pisarz
                  last edited by

                  @Pisarz
                  I don't think it should ever crash when replacing images. I did this a few years ago back when the old forums were up and everything worked fine.

                  1 Reply Last reply Reply Quote 1
                  • PisarzP
                    Pisarz
                    last edited by Pisarz

                    @bilal
                    Well, it depends on which file you're using, even if it has the same name. Apparently the game requires the original file to be modified and not "replaced". I don't know much about the subject (about file formats), so I can't explain it. Anyway, now I know how to do it :)


                    I'll upload the guide after next wednessday!

                    bilalB 1 Reply Last reply Reply Quote 0
                    • bilalB
                      bilal @Pisarz
                      last edited by

                      @Pisarz said:

                      @bilal
                      Well, it depends on which file you're using, even if it has the same name. Apparently the game requires the original file to be modified and not "replaced". I don't know much about the subject (about file formats), so I can't explain it. Anyway, now I know how to do it :)

                      Yeah, exactly. It was so long ago that I just pulled the images into paint and colored them differently.

                      1 Reply Last reply Reply Quote 1
                      • ByrgiusB
                        Byrgius
                        last edited by

                        Did you use the same resolution image as original? Maybe that's the cause and it's defined that way in the very script (although it would be inconvenient).

                        1 Reply Last reply Reply Quote 0
                        • PisarzP
                          Pisarz
                          last edited by

                          I opened the original file and then placed the new texture over it. Merged down the new layer. Didn't change its size.
                          The important thing is to change the mode to RGB to work and then switch it back to the initial mode.

                          1 Reply Last reply Reply Quote 1
                          • JudasJ
                            Judas
                            last edited by Judas

                            I believe it also depends on the bitmap depth. 24-bit bmp's crash whilst 256color(8-bit) bmp's do not. It was something like that.

                            Update
                            (I'm also wondering. I remember a .bin (or a .strg?) file somewhere which has all the texture names in it. Perhaps that's the file that decides what .bmp files to load, perhaps it's possible to tweak it so that it accepts .pngs and such? or 24bit bmp's? hmm)

                            update
                            Just an idea, but where could it say that it only accepts 8bit bmps? In the model data?

                            update
                            Could it be possible to increase the bitmaps to 24bit by editing the models itself? Or is it loaded during a centralized point aka at launch?

                            Update:
                            I found something in the extracted .x files.

                            Things like

                            Material ID_2668 {
                             1.000000, 1.000000, 1.000000, 1.000000;;
                             0.000000;
                            0.000000, 0.000000, 0.000000;;
                            0.00, 0.00, 0.00;;
                            TextureFilename {
                            "fafA1_b.BMP";
                            }
                            

                            which I found in agf2a35.x in \models\administ\boss\level2. What if we change these to PNG? (We didn't have a way to repack the .x files did we? hm)

                            Update: Isn't the .bin just a packaged file? If we remove the .bin file but copy back the packaged files in the correct place, doesn't that work?

                            PisarzP 1 Reply Last reply Reply Quote 2
                            • PisarzP
                              Pisarz @Judas
                              last edited by

                              @Judas said:

                              "...where could it say that it only accepts 8bit bmps?"

                              Hi! When you switch the file back to its original mode using Photoshop, it enables you to "choose" the amount of bits. The only option available is, effectively, 8 bits.

                              About the formats and other coding matters, I'm not currently qualified to give any useful suggestions. But I can do some research!

                              bilalB 1 Reply Last reply Reply Quote 0
                              • bilalB
                                bilal @Pisarz
                                last edited by bilal

                                @Pisarz I think he was talking about where the game would force that. If not in a binary file, it could also be in the source code (which wouldn't be a good idea, and would also make it inaccessible)

                                PisarzP 1 Reply Last reply Reply Quote 0
                                • PisarzP
                                  Pisarz @bilal
                                  last edited by

                                  @bilal said:

                                  "...and would also make it inaccessible)..."

                                  So the game won't even open? Then, the new version of the original game (apart from O.M.) would be based upon original models but not on original code (or something like that)?

                                  bilalB 1 Reply Last reply Reply Quote 0
                                  • bilalB
                                    bilal @Pisarz
                                    last edited by

                                    @Pisarz
                                    No, I just mean that they could have told the game to force a certain type of image explicitly in the code rather than in a file, making it inaccessible to us.

                                    1 Reply Last reply Reply Quote 1
                                    • PisarzP
                                      Pisarz
                                      last edited by Pisarz

                                      @bilal
                                      @Byrgius
                                      @Encrypted
                                      @Judas
                                      @SinJul
                                      @Gameuser10
                                      @Hayden
                                      @Everyone!

                                      I made the guide earlier than expected! :)

                                      http://wiredforwar.org/topic/53/pisarz-news-status-other-stuff/2


                                      Note: Remember to use the "texture2" folder.


                                      This is the base texture that I made (it doesn't have to be a BMP):
                                      stripes.jpg
                                      step01.png
                                      step02.png
                                      step03.png
                                      step04.png
                                      step05.png
                                      step06.png
                                      step07.png
                                      step08.png
                                      step09.png
                                      step10.png
                                      step11.png
                                      step12.png
                                      step13.png
                                      step14.png
                                      step15.png
                                      step16.png
                                      step17.png
                                      step18.png
                                      step19.png
                                      step20.png
                                      step21.png
                                      step22.png
                                      step23.png
                                      step24.png
                                      step25.png

                                      I followed the same steps to change the red reapers' other textures:
                                      as2hd1_b.BMP
                                      asleg1_b.BMP

                                      1 Reply Last reply Reply Quote 2
                                      • M123M
                                        M123
                                        last edited by M123

                                        I've been playing around a bit with the textures in Machines recently - the game supports 24-bit BMPs at up to 256x256 resolution. Even some of the textures that were originally 16x16 pixels can potentially be replaced with 256x256 versions.

                                        e.g. here's my 256x256 interpretation of misshole.bmp: http://wiredforwar.org/uploads/files/upload-a86399f0-4ca4-45fb-afb3-85610cd5acae.bmp (saved using Paint.NET 4.0.4)

                                        In-game comparison:
                                        Original: https://i.imgur.com/Lts5RGJ.png
                                        256x256: https://i.imgur.com/6lp9Rqw.png


                                        If you want to improve or customise existing textures, I'd suggest using the higher resolution versions from the texture4 directory as the base.
                                        If the texture4 textures aren't being loaded by the game you can copy the contents of the texture4 directory into the texture2 directory (overwriting the lower-res files) - make a backup first if needed.

                                        1 Reply Last reply Reply Quote 3
                                        • PisarzP
                                          Pisarz
                                          last edited by Pisarz

                                          @M123
                                          AWESOME! I will attempt to do what you said with the texture4 folder. But, how do I manage to use the higher resolution versions as base textures? By replacing all the lower resolution textures in the texture2 directory? Because so far I only managed to open the original files and then modify them. This restricts the new texture's resolution to that of the old one.


                                          Also, how did you manage to make your screenshots look so nice? The lighting/illumination is better (the ones I make look too dark/obscure).

                                          M123M 1 Reply Last reply Reply Quote 0
                                          • ByrgiusB
                                            Byrgius
                                            last edited by

                                            This would look so amazing with hi def 256x256 textures!

                                            1 Reply Last reply Reply Quote 2
                                            • First post
                                              Last post