<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[New textures&#x2F;skins for MACHINES.]]></title><description><![CDATA[<p dir="auto">I've found some errors (in the version that was uploaded here, at least) in Machines apart from the lack of music.</p>
<p dir="auto">The interior of some (I haven't verified all of them) buildings is the one of the Red Race, even if that building belongs to <strong>another</strong> race.</p>
<p dir="auto">Also, I've noticed that the Blue Race uses, sometimes, the Green Race's logo/badge. The Green Race's pod has the exact same badge that appears in the Red Race's campaign as well. <strong>This last two details could be justified</strong> considering the <strong>storyline</strong>.</p>
<p dir="auto">In addition, some of the textures look a bit odd. For example, the Green Race uses a camouflage pattern that isn't very aesthetic. So we could implement something like this:<br />
<a href="http://en.m.wikipedia.org/wiki/M90_(camouflage)" rel="nofollow ugc">http://en.m.wikipedia.org/wiki/M90_(camouflage)</a><br />
Or the olive green used by the USA in WWII and Vietnam, etc.</p>
<p dir="auto">Some of the badges/decals look strange as well.</p>
<p dir="auto">I'll see what I can do.</p>
<p dir="auto">Any observations/comments/ideas?</p>
<p dir="auto">One more thing: is it possible to add another race for including white or gray (the creators intended to add the last one but didn't, for some reason)?</p>
]]></description><link>http://wiredforwar.org/topic/59/new-textures-skins-for-machines</link><generator>RSS for Node</generator><lastBuildDate>Sat, 06 Jun 2026 03:58:59 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/topic/59.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 17 May 2015 01:55:12 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Tue, 02 Jun 2015 11:09:23 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> said:</p>
<blockquote>
<p dir="auto"><img src="/uploads/files/upload-e7af2a8c-1738-4a5e-a528-79797751c4af.jpg" alt="machines smile.jpg" class=" img-fluid img-markdown" /></p>
</blockquote>
<p dir="auto">I love this icon. It ALWAYS looks like a smile to me! Yet, I guess it's not a smile. Hehe.</p>
]]></description><link>http://wiredforwar.org/post/697</link><guid isPermaLink="true">http://wiredforwar.org/post/697</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Tue, 02 Jun 2015 11:09:23 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Tue, 02 Jun 2015 07:14:11 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> I'd love to contribute but I'm really short on time at this moment as I have couple of gigs, work and just starting a new company. But things should settle down after July, so I'll be able to give you a hand then.</p>
]]></description><link>http://wiredforwar.org/post/694</link><guid isPermaLink="true">http://wiredforwar.org/post/694</guid><dc:creator><![CDATA[Byrgius]]></dc:creator><pubDate>Tue, 02 Jun 2015 07:14:11 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Tue, 02 Jun 2015 01:17:09 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/41">@Byrgius</a> said:</p>
<blockquote>
<p dir="auto">I wish I could help you out with textures but I can hardly keep up with my own designs :(</p>
</blockquote>
<p dir="auto">We could establish a team! 4 people would specialize on a single race each and the design decisions would be made here! This system would enable everyone to contribute regardless of their time constraints!</p>
<p dir="auto">After that, we would upload our textures and put them on a single folder.<br />
For example:<br />
"New Texture Pack" (its icon could be a nice modified version of this):<br />
<img src="/uploads/files/upload-e7af2a8c-1738-4a5e-a528-79797751c4af.jpg" alt="machines smile.jpg" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/689</link><guid isPermaLink="true">http://wiredforwar.org/post/689</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Tue, 02 Jun 2015 01:17:09 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Mon, 01 Jun 2015 09:29:51 GMT]]></title><description><![CDATA[<p dir="auto">I wish I could help you out with textures but I can hardly keep up with my own designs :(</p>
]]></description><link>http://wiredforwar.org/post/688</link><guid isPermaLink="true">http://wiredforwar.org/post/688</guid><dc:creator><![CDATA[Byrgius]]></dc:creator><pubDate>Mon, 01 Jun 2015 09:29:51 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Mon, 01 Jun 2015 07:20:37 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a><br />
Wah, you guys are doin' some pretty impressive stuff! I like it!<br />
If you release the hi-res texture pack for this game, I guess a lot of people will download it!</p>
]]></description><link>http://wiredforwar.org/post/686</link><guid isPermaLink="true">http://wiredforwar.org/post/686</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Mon, 01 Jun 2015 07:20:37 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sun, 31 May 2015 20:28:07 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a></p>
<p dir="auto"><strong>Thank you!</strong></p>
<blockquote>
<p dir="auto">"...that turned out to be a much larger wall of text than I expected..."</p>
</blockquote>
<p dir="auto">Don't worry, you were specific and organized, and that's fine!</p>
<p dir="auto">“I have a system: there's a place for everything, everything in its place.”<br />
―Wasabi<br />
<img src="/uploads/files/upload-3d6aed2c-2238-4629-b534-b78cb7043fda.gif" alt="There's a place for everything, everything in its place..gif" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/685</link><guid isPermaLink="true">http://wiredforwar.org/post/685</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sun, 31 May 2015 20:28:07 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sun, 25 Nov 2018 22:58:12 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a></p>
<p dir="auto">I think on most current PCs the game will only use the textures in the texture2 folder - I'm guessing this is due to either:<br />
a. the game not detecting the amount of available graphics memory properly and automatically applying the "low" quality textures; or<br />
b. the option to select texture quality being unfinished / missing in the released version of the game (with texture4 being a leftover).</p>
<p dir="auto">To get the texture4 ones to show in-game they can be copied into the texture2 directory - replacing the original files (as they have the same filenames). Not all of the textures have a high-resolution version, which is why it's necessary to copy the texture4 files into the texture2 directory instead of just changing the folder names.</p>
<p dir="auto">Here's a before / after comparison:<br />
Default (texture2): <a href="https://i.imgur.com/gcP9pD2.png" rel="nofollow ugc">https://i.imgur.com/gcP9pD2.png</a><br />
After texture4 tweak: <a href="https://i.imgur.com/8jMZhsN.png" rel="nofollow ugc">https://i.imgur.com/8jMZhsN.png</a></p>
<p dir="auto">Editing the textures works the same either way - to make a higher resolution version of an existing texture you'll have to resize it to the desired resolution and work from there (use image filters and/or manually improve details), or create a new one from scratch (use the original as a reference).</p>
<p dir="auto">I don't have Photoshop available to test this, but you should be able to save your edited textures as 24-bit BMPs as long as you have the image mode set to RGB Color before saving. If textures saved this way cause the game to crash, it might be due to Photoshop applying some type of compression or additional image properties that the game doesn't like - to work around this you could try copying the image out of Photoshop into another image editor like <a href="http://Paint.NET" rel="nofollow ugc">Paint.NET</a>, and then save the file using that.</p>
<hr />
<p dir="auto">For the screenshots, I think the lighting might just be due to the map and time of day (<em>Oasis</em> with day/night cycle enabled - was late afternoon judging by the position of the sun in-game). My gamma slider in the options menu is set to about 25%.<br />
Image quality-wise I'm running Machines at 1920x1080* with 32xS antialiasing forced through Nvidia Inspector and 16x anisotropic filtering forced through Nvidia Control Panel.</p>
<p dir="auto">*The first time I ran Machines with my current setup I had it set to run in Windows 98 compatibility mode, and the game would only allow resolutions up to 1280x960. I tried running it without any compatibility mode enabled and the list of available resolutions in the options menu <a href="https://i.imgur.com/B5NiryE.png" rel="nofollow ugc">expanded significantly</a> - allowing up to 1920x1080 to be selected.</p>
<p dir="auto">EDIT: that turned out to be a much larger wall of text than I expected :p</p>
]]></description><link>http://wiredforwar.org/post/684</link><guid isPermaLink="true">http://wiredforwar.org/post/684</guid><dc:creator><![CDATA[M123]]></dc:creator><pubDate>Sun, 25 Nov 2018 22:58:12 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sun, 31 May 2015 16:30:47 GMT]]></title><description><![CDATA[<p dir="auto">This would look so amazing with hi def 256x256 textures!</p>
]]></description><link>http://wiredforwar.org/post/683</link><guid isPermaLink="true">http://wiredforwar.org/post/683</guid><dc:creator><![CDATA[Byrgius]]></dc:creator><pubDate>Sun, 31 May 2015 16:30:47 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sun, 31 May 2015 16:23:51 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a><br />
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 <em>then</em> modify them. This restricts the new texture's resolution to that of the old one.</p>
<hr />
<p dir="auto">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).</p>
]]></description><link>http://wiredforwar.org/post/682</link><guid isPermaLink="true">http://wiredforwar.org/post/682</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sun, 31 May 2015 16:23:51 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sun, 25 Nov 2018 22:52:24 GMT]]></title><description><![CDATA[<p dir="auto">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.</p>
<p dir="auto">e.g. here's my 256x256 interpretation of misshole.bmp: <a href="http://wiredforwar.org/uploads/files/upload-a86399f0-4ca4-45fb-afb3-85610cd5acae.bmp">http://wiredforwar.org/uploads/files/upload-a86399f0-4ca4-45fb-afb3-85610cd5acae.bmp</a> (saved using <a href="http://www.getpaint.net/index.html" rel="nofollow ugc">Paint.NET</a> 4.0.4)</p>
<p dir="auto">In-game comparison:<br />
Original: <a href="https://i.imgur.com/Lts5RGJ.png" rel="nofollow ugc">https://i.imgur.com/Lts5RGJ.png</a><br />
256x256: <a href="https://i.imgur.com/6lp9Rqw.png" rel="nofollow ugc">https://i.imgur.com/6lp9Rqw.png</a></p>
<hr />
<p dir="auto">If you want to improve or customise existing textures, I'd suggest using the higher resolution versions from the texture4 directory as the base.<br />
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.</p>
]]></description><link>http://wiredforwar.org/post/680</link><guid isPermaLink="true">http://wiredforwar.org/post/680</guid><dc:creator><![CDATA[M123]]></dc:creator><pubDate>Sun, 25 Nov 2018 22:52:24 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Sat, 30 May 2015 18:55:48 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/41">@Byrgius</a><br />
@Encrypted<br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a><br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/23">@SinJul</a><br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/22">@Gameuser10</a><br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/1">@Hayden</a><br />
@Everyone!</p>
<p dir="auto">I made the guide earlier than expected! :)</p>
<p dir="auto"><a href="http://wiredforwar.org/topic/53/pisarz-news-status-other-stuff/2">http://wiredforwar.org/topic/53/pisarz-news-status-other-stuff/2</a></p>
<hr />
<p dir="auto">Note: Remember to use the <strong>"texture2"</strong> folder.</p>
<hr />
<p dir="auto">This is the base texture that I made (it doesn't have to be a BMP):<br />
<img src="/uploads/files/upload-dfef903b-3809-40c6-a8fa-900831fcb443.jpg" alt="stripes.jpg" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-b89e181b-90e0-45cd-baaf-4085e93be7f5.png" alt="step01.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-814705c4-c450-42e5-9dd3-a85bb43639f5.png" alt="step02.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-91e7a965-a92d-4d32-984e-033b88634603.png" alt="step03.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-7a24e8b1-8c0e-4c21-b526-12a5ac4e18fa.png" alt="step04.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-d1448a55-77cc-4dbc-94b2-8ace3baecee0.png" alt="step05.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-92de078f-5192-4358-b324-fc86ec467c72.png" alt="step06.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-800dd8b4-304a-44c1-a648-1f4144492595.png" alt="step07.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-2f74720c-fd33-4477-af2b-527b68ea713a.png" alt="step08.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-e792d59f-61e4-4f83-8406-8e5b39d1bfd9.png" alt="step09.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-fc769640-0f4e-426e-9752-951e17775129.png" alt="step10.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-8b2ee102-4c3c-4814-82bf-a23489eaebca.png" alt="step11.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-8317cccc-d864-4e86-97bb-eb0e2e48ea97.png" alt="step12.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-274f9f54-650c-4fbe-b31b-c7e806d66f29.png" alt="step13.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-da358f8e-126e-420a-ba72-248c8d2e4190.png" alt="step14.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-e3fba976-2ac1-45a3-a5fc-20662ff955c3.png" alt="step15.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-f3c96d65-46bd-432e-a53d-90e7dfbb4681.png" alt="step16.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-aea06c72-2053-49ef-b8ed-525f70985a0b.png" alt="step17.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-61ce71fb-f035-49cf-a501-9220e622cb03.png" alt="step18.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-7016e25f-e777-41f6-84fc-ba2404c11fc6.png" alt="step19.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-72a8c1ff-2eab-40cf-bbeb-36aac6b0cad8.png" alt="step20.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-927c958c-29c0-4690-8139-7d1b26295e7b.png" alt="step21.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-a70773d3-e7ba-4f97-acb7-129078e766a7.png" alt="step22.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-3f837996-bfbf-4af5-a8bc-ad975d644354.png" alt="step23.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-dac442ac-d0d8-4458-82ed-f6952de95479.png" alt="step24.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-de84ed07-757c-48fc-8597-a311920b97f7.png" alt="step25.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">I followed the same steps to change the red reapers' other textures:<br />
<img src="/uploads/files/upload-2e460ce1-414b-43a7-8042-72dd8bc7dae4.BMP" alt="as2hd1_b.BMP" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-2c6268b0-67b5-4873-8608-05df4b17d3bd.BMP" alt="asleg1_b.BMP" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/675</link><guid isPermaLink="true">http://wiredforwar.org/post/675</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 30 May 2015 18:55:48 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Fri, 29 May 2015 21:05:17 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
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.</p>
]]></description><link>http://wiredforwar.org/post/674</link><guid isPermaLink="true">http://wiredforwar.org/post/674</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 29 May 2015 21:05:17 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Fri, 29 May 2015 21:02:31 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a> said:</p>
<blockquote>
<p dir="auto">"...and would also make it inaccessible)..."</p>
</blockquote>
<p dir="auto">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)?</p>
]]></description><link>http://wiredforwar.org/post/673</link><guid isPermaLink="true">http://wiredforwar.org/post/673</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Fri, 29 May 2015 21:02:31 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Fri, 29 May 2015 19:19:42 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> 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)</p>
]]></description><link>http://wiredforwar.org/post/672</link><guid isPermaLink="true">http://wiredforwar.org/post/672</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 29 May 2015 19:19:42 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Fri, 29 May 2015 19:11:35 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> said:</p>
<blockquote>
<p dir="auto">"...where could it say that it only accepts 8bit bmps?"</p>
</blockquote>
<p dir="auto">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.</p>
<p dir="auto">About the formats and other coding matters,  I'm not currently qualified to give any useful suggestions. But I can do some research!</p>
]]></description><link>http://wiredforwar.org/post/671</link><guid isPermaLink="true">http://wiredforwar.org/post/671</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Fri, 29 May 2015 19:11:35 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Fri, 29 May 2015 18:39:48 GMT]]></title><description><![CDATA[<p dir="auto">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.</p>
<p dir="auto">Update<br />
(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)</p>
<p dir="auto">update<br />
Just an idea, but where could it say that it only accepts 8bit bmps? In the model data?</p>
<p dir="auto">update<br />
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?</p>
<p dir="auto">Update:<br />
I found something in the extracted .x files.</p>
<p dir="auto">Things like</p>
<pre><code>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";
}
</code></pre>
<p dir="auto">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)</p>
<p dir="auto">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?</p>
]]></description><link>http://wiredforwar.org/post/669</link><guid isPermaLink="true">http://wiredforwar.org/post/669</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Fri, 29 May 2015 18:39:48 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Thu, 28 May 2015 10:49:26 GMT]]></title><description><![CDATA[<p dir="auto">I opened the original file and then placed the new texture over it. Merged down the new layer. Didn't change its size.<br />
The important thing is to change the mode to RGB to work and then switch it back to the initial mode.</p>
]]></description><link>http://wiredforwar.org/post/660</link><guid isPermaLink="true">http://wiredforwar.org/post/660</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Thu, 28 May 2015 10:49:26 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Thu, 28 May 2015 06:44:28 GMT]]></title><description><![CDATA[<p dir="auto">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).</p>
]]></description><link>http://wiredforwar.org/post/657</link><guid isPermaLink="true">http://wiredforwar.org/post/657</guid><dc:creator><![CDATA[Byrgius]]></dc:creator><pubDate>Thu, 28 May 2015 06:44:28 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Thu, 28 May 2015 00:57:05 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> said:</p>
<blockquote>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
Well, it depends on <em>which</em> file you're using, <strong>even if it has the same name</strong>. Apparently the game requires the original file to be <em>modified</em> 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 :)</p>
</blockquote>
<p dir="auto">Yeah, exactly. It was so long ago that I just pulled the images into paint and colored them differently.</p>
]]></description><link>http://wiredforwar.org/post/652</link><guid isPermaLink="true">http://wiredforwar.org/post/652</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Thu, 28 May 2015 00:57:05 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Thu, 28 May 2015 00:10:48 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
Well, it depends on <em>which</em> file you're using, <strong>even if it has the same name</strong>. Apparently the game requires the original file to be <em>modified</em> 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 :)</p>
<hr />
<p dir="auto">I'll upload the guide after next wednessday!</p>
]]></description><link>http://wiredforwar.org/post/651</link><guid isPermaLink="true">http://wiredforwar.org/post/651</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Thu, 28 May 2015 00:10:48 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Thu, 28 May 2015 00:00:26 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
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.</p>
]]></description><link>http://wiredforwar.org/post/650</link><guid isPermaLink="true">http://wiredforwar.org/post/650</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Thu, 28 May 2015 00:00:26 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Wed, 27 May 2015 23:55:05 GMT]]></title><description><![CDATA[<p dir="auto"><strong>SUCCESS!!!</strong><br />
Look at those tracks! New camouflage and the game didn't crash!<br />
<img src="/uploads/files/upload-90d65377-4f80-48ca-9865-7864b4ea4209.png" alt="SUCCESS.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-1123d337-0f68-48ef-9b53-59b0cf24dd8d.BMP" alt="trks3_b.BMP" class=" img-fluid img-markdown" /><br />
File name: trks3_b</p>
]]></description><link>http://wiredforwar.org/post/649</link><guid isPermaLink="true">http://wiredforwar.org/post/649</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Wed, 27 May 2015 23:55:05 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Wed, 27 May 2015 22:38:40 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/41">@Byrgius</a> said:</p>
<blockquote>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> 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.</p>
</blockquote>
<p dir="auto">I tried again with both the same file and another one. <strong>The attempt was unsuccessful.</strong> Yet, this could be due to one of the following possibilities:</p>
<ul>
<li>My version of Photoshop CS<strong>6</strong> is portable. For example, I cannot load frames from a video to make animated gifs.</li>
<li>The game's BMP files are not <em>exactly</em> of the same format as modern BMP files (is this even possible?).</li>
</ul>
<hr />
<p dir="auto"><strong>Update:</strong><br />
I attempted to do this with Photoshop CS<strong>5</strong> and the result is the same.<br />
I suspect that the problem is related with the files and not with Photoshop.</p>
<hr />
<p dir="auto"><strong>Update:</strong><br />
<a href="https://forums.creativecow.net/thread/203/870923" rel="nofollow ugc">https://forums.creativecow.net/thread/203/870923</a></p>
]]></description><link>http://wiredforwar.org/post/648</link><guid isPermaLink="true">http://wiredforwar.org/post/648</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Wed, 27 May 2015 22:38:40 GMT</pubDate></item><item><title><![CDATA[Reply to New textures&#x2F;skins for MACHINES. on Wed, 27 May 2015 08:04:37 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> 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.</p>
]]></description><link>http://wiredforwar.org/post/646</link><guid isPermaLink="true">http://wiredforwar.org/post/646</guid><dc:creator><![CDATA[Byrgius]]></dc:creator><pubDate>Wed, 27 May 2015 08:04:37 GMT</pubDate></item></channel></rss>