GKRC's Workshop

I'm mostly modding for TM, so dont expect me to update often

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GKRacer
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Postby GKRacer » Wed Apr 16, 2014 2:40 am

Hello all,

So, I'm fairly new at this site and as such, considered trying to make addons for MM2...

Either way, I'm now working on a patch for the beta Red Rocket featured in MM2Rev5 that changes its textures to those of a realtime Ferrari F355 ^^

But the problem is that the new textures doesn't show up ingame, neither on the car model nor in the color selection list =/

Link for the .AR: http://x4wrs69dzx.1fichier.com/

If somebody can tell me what I'm doing wrong here, that would be nice :wink:
Last edited by GKRacer on Mon Jun 01, 2015 8:46 pm, edited 2 times in total.

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Postby whoami » Wed Apr 16, 2014 3:26 am

So if I put the AR as it is, nothing happens.

But if I change the "!!!!" in the name to "! ! ! ! !" (spaces between exclamation marks), stuff starts working. But not properly.

Image

Far as I remember, you need to import the PKG file (from the geometry folder), rename all the .tex files, reassign all the textures, then export back.

But I may be wrong - this is what I think it is, but take my advice with a pinch of salt.
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Postby mm2mm1fan » Wed Apr 16, 2014 4:25 am

How did it look before exporting?

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Postby GKRacer » Wed Apr 16, 2014 4:28 am

How did it look before exporting?
Ehm..What do you mean exactly?

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Postby mm2mm1fan » Wed Apr 16, 2014 4:31 am

Was the textures correctly on the car in ZModeler.

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Postby sajmon14 » Wed Apr 16, 2014 4:41 am

The car uses tex* format textures, right? I'm sure you used wrong parameters while converting them in Tex Manager

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Postby GKRacer » Wed Apr 16, 2014 4:46 am

The car uses tex* format textures, right? I'm sure you used wrong parameters while converting them in Tex Manager
I'm not sure, but...What are the right parameters when exporting to TEX?

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Postby sajmon14 » Wed Apr 16, 2014 6:13 am

Check the original textures in Texmanager, it should show these numbers and parameters etc

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Postby GKRacer » Wed Apr 16, 2014 6:39 am

Check the original textures in Texmanager, it should show these numbers and parameters etc
I just checked out...Indeed, something didn't go as expected (click 4 bigger)

Image

How am I supposed to arrange that? ^^"

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Postby e-cobra » Wed Apr 16, 2014 4:03 pm

Or convert all the .tex to .tga and let it remain that way.
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Postby whoami » Wed Apr 16, 2014 8:59 pm

Or convert all the .tex to .tga and let it remain that way.
You'll need to assign the textures again though, right?
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Postby e-cobra » Wed Apr 16, 2014 9:02 pm

Or convert all the .tex to .tga and let it remain that way.
You'll need to assign the textures again though, right?
No, there's no need to assign them again unless they are of the same name, excluding the part after the dot. (format)
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Postby aaro4130 » Wed Apr 16, 2014 11:30 pm

You do not need to re-assign textures or modify the model WHATSOEVER if you're just changing textures, all you need to do is make new textures and archive them.

The way I would convert a TEX file is with the original flags or just by setting the flags to 0. That way it should at least work. Also if you are making tga files make sure that you are not RLE compressing the textures, MM2 doesn't support that.
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Postby GKRacer » Thu Apr 17, 2014 12:09 am

Thank you guys for help, now it works like a charm :wink:

Image
[MM2] "Red Rocket" Ferrari F355 retexturing WIP 01 par gkrc063, sur Flickr

Image
[MM2] "Red Rocket" Ferrari F355 retexturing WIP 02 par gkrc063, sur Flickr

Gorgeous, huh? :D

Maybe I can push this a bit further with new damage textures, adapted dashboard & so on... ^^

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Postby mm2mm1fan » Thu Apr 17, 2014 12:58 am

Great job. Gorgeous indeed. :)


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