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Replacing a Texture
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Kitsune86
Vehicle Driver


Joined: 03 Oct 2008

PostPosted: Thu Dec 11, 2008 1:56 am    Post subject:  Replacing a Texture
Subject description: KW Texture to TW?
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Greetings,

After discovering the basics of the SDK 'extended' (aka JonWil's) tools, I've been poking around, and discovered the KW "Nod Milita Man" Texture, and thought, "Cool! I should be able to simply insert this texture and it work!"

Well, it hasn't. I'm not sure what I'm doing wrong. I don't get errors when I compile my mod, but the change never shows up.

Any tips on how to replace this texture? I know a little bit, as I replaced the texture the "GDI Composite Armor" upgrade uses, but I have no idea how to change the base skin.

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Thu Dec 11, 2008 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

The KW texture uses the same name as the TW one, if you want to add it to TW you must rename it.

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Kitsune86
Vehicle Driver


Joined: 03 Oct 2008

PostPosted: Thu Dec 11, 2008 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

All right. I figured as much.

Now, what file do I need to edit to change that base skin to my 'new' one? I though it would be the SKN.w3x file, but that did not seem to work.

Or I edited the wrong one, heh. Any other tips?

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Thu Dec 11, 2008 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edit NODMilitant.xml, specifically use a <Texture\>-element on the militant´s ModelConditionState. It should look like this:

Code:
            <ModelConditionState
               ParseCondStateType="PARSE_DEFAULT">
               <Model
                  Name="NUMiltnB_SKN" />
               <Texture
                  Original="NUMiltnB"
                  New="NUMiltnB_KW" />   
               <WeaponFireFXBone
                  WeaponSlotType="PRIMARY_WEAPON"
                  BoneName="B_WEAPONA_FX" />
               <WeaponRecoilBone
                  WeaponSlotType="PRIMARY_WEAPON"
                  BoneName="B_WEAPONA_FX" />
               <WeaponMuzzleFlash
                  WeaponSlotType="PRIMARY_WEAPON"
                  BoneName="B_WEAPONA_FX" />
               <WeaponLaunchBone
                  WeaponSlotType="PRIMARY_WEAPON"
                  BoneName="B_WEAPONA_FX" />
            </ModelConditionState>

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Kitsune86
Vehicle Driver


Joined: 03 Oct 2008

PostPosted: Thu Dec 11, 2008 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Works like a charm.

I'd actually thought of that from the GDI Rifleman armor update, but thought it wouldn't work since I didn't have a conditionyes. I feel silly now.

Thanks. Smile

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PostPosted: Thu Dec 18, 2008 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok that did not work like a charm. The compiler comes up with an warning
unknown asset 'texture:NUMiltnB_KW referenced from 'game object:NODMilitant' in mod sdk\mods\mymod\data\NODMilitant.xml'
In game the militants are pink! (no texture)
What am I doing wrong?

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Madin
Guest




PostPosted: Thu Dec 18, 2008 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Critical: XmlFormattingError:
XML formatting error encountered in file:///d:/program files/electronic arts/command & conquer 3/mod sdk/art/nu/numiltnb_kw.tga (line 1, position 1):
'.', hexadecimal value 0x00, is an invalid character. Line 1, position 1.

This is the error I'm now getting since 'including' a reference to the texture in my 'nodmilitant.xml'

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Dec 19, 2008 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Open your file with a hex editor and change the 0x00 value that is before the end of file to 0x20 (space).

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Dec 19, 2008 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats quite possible the worst suggestion that I have read here for a long time, Banshee #Tongue

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murzynopalacz
Guest




PostPosted: Sat May 30, 2009 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

And what about house color texture?? How to replace it??

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