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GKRC's Workshop

Posted: Tue Apr 15, 2014 6:40 pm
by GKRacer
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: https://x4wrs69dzx.1fichier.com/

If somebody can tell me what I'm doing wrong here, that would be nice :wink:

Posted: Tue Apr 15, 2014 7:26 pm
by whoami
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.

Posted: Tue Apr 15, 2014 8:25 pm
by mm2mm1fan
How did it look before exporting?

Posted: Tue Apr 15, 2014 8:28 pm
by GKRacer
How did it look before exporting?
Ehm..What do you mean exactly?

Posted: Tue Apr 15, 2014 8:31 pm
by mm2mm1fan
Was the textures correctly on the car in ZModeler.

Posted: Tue Apr 15, 2014 8:41 pm
by sajmon14
The car uses tex* format textures, right? I'm sure you used wrong parameters while converting them in Tex Manager

Posted: Tue Apr 15, 2014 8:46 pm
by GKRacer
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?

Posted: Tue Apr 15, 2014 10:13 pm
by sajmon14
Check the original textures in Texmanager, it should show these numbers and parameters etc

Posted: Tue Apr 15, 2014 10:39 pm
by GKRacer
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? ^^"

Posted: Wed Apr 16, 2014 8:03 am
by e-cobra
Or convert all the .tex to .tga and let it remain that way.

Posted: Wed Apr 16, 2014 12:59 pm
by whoami
Or convert all the .tex to .tga and let it remain that way.
You'll need to assign the textures again though, right?

Posted: Wed Apr 16, 2014 1:02 pm
by e-cobra
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)

Posted: Wed Apr 16, 2014 3:30 pm
by aaro4130
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.

Posted: Wed Apr 16, 2014 4:09 pm
by GKRacer
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... ^^

Posted: Wed Apr 16, 2014 4:58 pm
by mm2mm1fan
Great job. Gorgeous indeed. :)