change the textures assigned to the models in the .s4f files
change the textures assigned to the models in the .s4f files
Does anyone know how to modify the textures that are assigned to the models in the s4f files? I'm talking only about the textures assigned to a model, not 3D modeling
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Re: change the textures assigned to the models in the .s4f files
You can edit the file in a text editor, but you need to be very careful, ensuring that the replacement filename is exactly the same size. If you are talking about ingame, then you can use the editor to select texture sets from a specific unit type. Or of course you can just replace the existing texture file for a unit. Knowing what result you are trying to get would help us to give more focused advice.
Cheers
Pip
Cheers
Pip
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Re: change the textures assigned to the models in the .s4f files
this topic interests me very much too......
can textures from one model be assigned to a different one?
what is the best free software to use to create new textures?
I'm thinking shield designs primarily, altho it would be cool to mess with helmet and shield types too.
also leading on from this, how also can we check a models animations without having to launch a game? Is there a description anywhere or is it possible to get a listing here (of some sort)
Thanks in advance
Tim
can textures from one model be assigned to a different one?
what is the best free software to use to create new textures?
I'm thinking shield designs primarily, altho it would be cool to mess with helmet and shield types too.
also leading on from this, how also can we check a models animations without having to launch a game? Is there a description anywhere or is it possible to get a listing here (of some sort)
Thanks in advance
Tim
Re: change the textures assigned to the models in the .s4f files
pipfromslitherine wrote: ↑Mon Oct 15, 2018 8:49 pm You can edit the file in a text editor, but you need to be very careful, ensuring that the replacement filename is exactly the same size. If you are talking about ingame, then you can use the editor to select texture sets from a specific unit type. Or of course you can just replace the existing texture file for a unit. Knowing what result you are trying to get would help us to give more focused advice.
Cheers
Pip
thanks for answering. I'm talking about modifying outgame.
It still does not work even though I try not to put a longer name. when the game is broken I get this message: "Invalid Chunk Header on line 666 in <FromData> (0)". I've been using both the notebook and the wordpad
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Re: change the textures assigned to the models in the .s4f files
I have done it using Notepad++, but it might be better to use a binary file editor.
Cheers
Pip
Cheers
Pip
follow me on Twitter here
Re: change the textures assigned to the models in the .s4f files
it works whit Notepad++. thanks a lotpipfromslitherine wrote: ↑Tue Oct 16, 2018 3:05 pm I have done it using Notepad++, but it might be better to use a binary file editor.
Cheers
Pip
Re: change the textures assigned to the models in the .s4f files
is anyone able to answer my question of 16th October in this thread please?
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Re: change the textures assigned to the models in the .s4f files
No
Can't really say which is the best. I use Paint.net.what is the best free software to use to create new textures?
For the alphas to work correctly you have to save the .DDS textures as DXT3 (explicit alpha) format.
You can use the ARCHON tool, which I have put on DropBox here:also leading on from this, how also can we check a models animations without having to launch a game? Is there a description anywhere or is it possible to get a listing here (of some sort)
https://www.dropbox.com/sh/g2hxyd2l26af ... uT4qa?dl=0
You can do this using the ARCHON tool - see above.
However, the texture references in the .s4f file only affect the texture used in the Editor or in Editor-created scenarios without scripts (or with ReSkinArmy() disabled in the scenario script).
Random map battles (including campaign battles) find and assign the textures automatically, ignoring the references in the .s4f file. The textures have to be named to match the name of the model - as you will see in the vanilla game. The @ in some of the texture name tells the game that it needs to take note of the alpha - for horses reins, helmet plumes and suchlike. Not all of the models have parts that need to be alpha'd out, so not all textures have @ in the name - I am told they are more efficient without.
Scripted Editor-created scenarios will also assign textures automatically if they use a script based on SCENARIOTEMPLATE.BSF and the ReskinArmy() function calls have not been commented out.
Richard Bodley Scott