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Altering A stock texture and getting the game to load it?


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Hey guys, can some one help me with how to get my altered "strut connector" texture to load to the stock part...The image is currently PNG. I just altered the color and added a few details to it...but i need the game to load it onto the model in place of the original.. I know there is an argument i can use in the Part CFG to direct it to load my custom texture...but I'm not sure what that argument is. Appreciate any help! And as a side note .. I would gladly use Texture Replacer if need be ...in that case what would the argument be in the CFG to direct it to my custom texture. I just need an example of how to write it into the CFG...thanks!

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add a line after mesh = blahblah.mu

texture = partPathinGamedata/newTexture

that should work.

or remove mesh = blablah

add

MODEL
{
model = muPathinGamedata/muFileName //no need for dot MU extension
texture = originalTextureName, newTexturePathinGameData/newTextureName // no need for texture format extension. PNG or MBM is preferable in 0.25
}

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assuming it all works. strutConnector is really old part looking at the config file, it's still referring to a nonexistant DAE model.

Yea...been working on this for a minute now...cant get any of the arguments to work properly...In the Debug menu i can see that it is loading using the "texture = partPathinGamedata/newTexture" argument...but it's trying to load both textures. Debug shows that model000 (original texture) and impStrut (new texture) are both loading ...so the model ends up without a texture (white). When I used the second option

MODEL

{

model = Squad/Parts/Structural/strutConnector.DAE

texture = model000, Squad/Parts/Structural/strutConnector/impStrut

}

The Textues load in Debug...but the model doesn't.

If you can think of a fix for this or a work around it would be greatly appreciated...I can make any static parts and texturing is a specialty, and i can use Unity well enough ...but i haven't figured out the whole animations thing or I would just make a new strut altogether.

Or maybe there's is something wrong with my punctuation or structure in the Argument???..

Edited by Dungchunker
addtion
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I have also done a re-texture of the liquidEngineLV-909 which is NOT an older DAE model...it's MU, using the same arguments structure as above and i cannot get the new texture to replace the Vanilla ones...same results as with the strutConnector.. I'm at a loss until someone can post some links to example files i could look at or give me some insight on what I'm doing wrong...I really need to be able to do this to finish Jand's mod textures.

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last resort is replacing the old texture with new one. or copy the MU and config to a new folder with new textures.

strut model doesn't load because the DAE doesnt' actually exist. try changing it to model = Squad/Parts/Structural/strutConnector/model\

using MODEL{} with Squad parts seems to be hit or miss. not sure if it's because the models are hardcoded to look for MBM or something else.

Edited by nli2work
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last resort is replacing the old texture with new one. or copy the MU and config to a new folder with new textures.

strut model doesn't load because the DAE doesnt' actually exist. try changing it to model = Squad/Parts/Structural/strutConnector/model\

using MODEL{} with Squad parts seems to be hit or miss. not sure if it's because the models are hardcoded to look for MBM or something else.

I got the MODEL{} command working!! thanks. now just to understand how the game places Normals and spec maps...as in how i need to name my custom Normal, or specular...et...maps to get the game to load them properly. EX: impEngine3_n (for normal) impEngine3_s (for specular)...does the game look for a particular structure in the way the normal map (and others) texture and such is named to know where and how to place it on the model? Another words i would have to have say the _n in the end og my normal maps textures name for the game to recognize it as the normal map? is that needed for proper loading of the textures>?

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I got the MODEL{} command working!! thanks. now just to understand how the game places Normals and spec maps...as in how i need to name my custom Normal, or specular...et...maps to get the game to load them properly. EX: impEngine3_n (for normal) impEngine3_s (for specular)...does the game look for a particular structure in the way the normal map (and others) texture and such is named to know where and how to place it on the model? Another words i would have to have say the _n in the end og my normal maps textures name for the game to recognize it as the normal map? is that needed for proper loading of the textures>?

all that depends on the shader that was used when the MU was first exported. you can guess by looking at existing textures for a model. if there's only 1 texture, most likely it's a simple diffuse or diffuse/specular shader. and the most you can use is a RGB(a) PNG or MBM.

_NRM is the required postfix for normal maps. there's no separate spec or alpha map. both are in the alpha channel of a texture. if a specular shader is used, the alpha channel controls spec intensity and color. if a transparency shader is used, alpha controls opacity. specular size/gloss is controlled by a slider. some of that is in the config settings if you look at the strutConnector. but I diont know if they are still working.

for KSP shaders you only deal with 3 map types. Diffuse(a); NRM (tangent space normal map); and Emissive that controls self illumination. Normals are converted to DXT5n and if you open it directly after conversion it will look like a gray scale map.

you'd have to write your own shaders if you want shaders to work more UE4

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