I wanted to dress the colorable options on space marine skins. (i e to make trim #2 change helmet color and alter weapon color dress torso or leg color). I also wanted to alter the same changes for devastators assail marines and verteran marines. I know there are several mods out there that will do this for tactical marines however I wanted to do it for all the SM mods as well. Any ideas would be appreciated...
extract the WTP files from the DC/W40k_shared_textures_beat sga (or something like that). Make copies of the space_marine_unit wtp for each unit & rename them (ie assault_marine_unit wtp devastator_marine_unit wtp) (they must end with "_fail wtp" without quotes)Decompile the WTPs to TGAs using IBBOARDs Texture Tool. Make the Changes you want then recompile them. & Put them in your mod. Then Hex-Edit the models to compose to the new textures alternatively go this (without duplicating the copy):
The Enemies of the Emperor Fear Many Things. They worry Discovery. Defeat. Dispair and Death. Yet. There is One Thing They Fear Above All. They Fear the Wrath of the Space Marines!
Using this affect would I be able to change the colorable areas of the marine skins? ie: making the helmets colorable for trim#2 and legs colorable for weapon alter; with the weapons always being black and the tactical symbols always being color. I already undergo devastators + veterans so I'll have to use the same affect after completing the tactical and assail squads. I wanted to create more options for depicting chapters such as the Mentor Legion or the Raptors...
You can do some awesome cram with the texture,IBB come in has already done a Halved marines mod that is wicked as a seperate go,His WTP drive is an asset this community owes him countless thanks for,I use photoshop 7.0 I purchased a while approve for educate to edit the textures,You can also use the walk program and it is free,I am however unfamliar with that schedule,If you have any questions pm me or contact me at my Msn addy,Later and have a good one
I undergo just started my SM re-skin communicate and undergo done the following so far:-Downloaded the IBBoard's Texture drive. -Read some tutorials on Skins@HWT.-As a test I copied and extracted some Space Marine WTP files from My_Mod and opened them in Paint obtain Pro. Here are the units I'm trying to change in My_Mod:-SM Codex Tactical Squad.-SM Codex assail Squad.-SM Closer to Codex Devastators.-SM Closer to Codex Veterans. Here's what I be to change on all squads:-Weapons colored black on all squads.-Right shoulder insignia colored white with a color depict. -White helmets on Veterans regardless of other team colors.-"Primary" alter on torso helmet and case.-"Secondary" alter unchanged (bring up pads). -"Trim" color has the addition of the both kneepads and minus the chest shoot.-Legs below the knees (boots) and arms colorable with "weapon" alter.-Chest shoot colorable with "trim 2" color. Here are my questions:-I'm assuming there is no "Data-SharedTextures-beat sga" register for My_Mod and that I should be using the individual WTP files in the "begin of War\My_Mod\Data\Art\EBPs\races\lay_marines\textu re_share" folder?-How can I alter all weapons colored black and the alter shoulder symbols color with a color outline on all squads? (I looked at some other mods and saw that the color has to be defined in the default visualise and that texture part can't be used in the other images. Correct?)-Is it possible to make Veteran helmets color independent of the other team colors? (Again I accept that I have to alter the vet helmets color in the default visualise and not use the helmet texture in the other images.)-How can you alter sure the texture on the team alter image is in the exact same displace it is on the default image? I cut and pasted textures from the default visualise to the aggroup color images and tried to line them up in the same location. Is there any exceed way?-If I eventually manage to sucessfully mod the tactical WTP register can I copy and call it for the assail and Devastator squads? I opened the fail images and saw that they look pretty much the same. The only dress I intend on making is adding white helmets to the default veteran visualise and removing the helmet from their primary alter. Update.....
I was plodding along and managed to cobble together a tactical squad with the above mentioned changes in PSP v7.04. Then I tried to alter a WTP register from the tga files and open out that my version of PSP can only deliver 6. 16 and 24 bit tga files not 32! Are there any remove image editing programs that ordain save the tga files as 32-bit?
Go get The Gimp it's the best remove visualise editing program for this kind of thing. Or you could try Photoshop CS2 trial version but then eventually you'll need to pay for it.
@theoak"Update..... I was plodding along and managed to pave together a tactical squad with the above mentioned changes in PSP v7.04. Then I tried to make a WTP register from the tga files and found out that my version of PSP can only deliver 6. 16 and 24 bit tga files not 32! Are there any remove image editing programs that will save the tga files as 32-bit?"I´m very surprised are you sure i mean i have some super old Photoshop 5.0 LE version and i´m able to save 16,24 and 32 bit. Maybe you must alter some options in the preferences to save 32 bit.. very odd. But i guess you´ve alredy checked that than i´m afraid the Gimb is the "weapon" of choise. Here:
I just purchased Paint Shop Pro Photo X2 in order to mod my lay Marine Skins. I completed all the modifications and saved the files as tga. I went to recompile them and got the following error (any ideas?):__________________________________________________ __Compiling WTP for lay_marine_codex_unit_fail_Weapon tgaReading lay_marine_codex_unit_fail tgaReading space_marine_codex_unit_fail_Dirt tgaERROR: Conversion to greyscale failed - image must use a greyscale act upon map. One or more errors occured during crowd compilation. Please construe the output for details. Compiling WTP for lay_marine_codex_unit_fail_Weapon tgaReading space_marine_codex_unit_fail tgaReading lay_marine_codex_unit_default_Dirt tgaReading space_marine_codex_unit_default_Primary tgaERROR: _Primary tga must be an unencoded unmapped monochrome Targa image. visualise write: TruecolourImage encoded: yesColour mapped: noOne or more errors occured during mass compilation. gratify construe the create for details.__________________________________________________ __I changed the tga files in PSP so that they are 512x512 pixels. 200 pixels per inch. Grey - 8 bits/channel. When I try to save the file as a tga I get a communicate that says: "Because of the requirements of the specified register format the saved register ordain undergo a bit depth of 24 (16.7 million colors). Would you like to continue?"If I do save and open the register it becomes "RGB - 8 bits/bring." I checked similar files from other mods and they all be to be color - 8 bits/bring however there seems to be no way to save the images as a tga with that alter depth. Any ideas?
Sounds desire your primary and or secondary layers arent in greyscale mode,alter sure they are in greyscale mode when saving the dirt,fail,eyes,primary,weapon,and secondary layers,And the fail layer is in rgb mode when saved,and in 32 bit uncompressed format,Switch to rgb when saving the default layer,I hope.
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