vincentlancon on 22/3/2015 at 05:58
I have run into an issue and would like opinions on how to get around it. In dromed, I use the vinedecal2 because it is cobwebs, it runs and looks great when playing it in dromed, when I fired it up on my normal play install with all the thief EPs and HD textures, it replaced the cobweb with an actual vine. How do I force it to a cobweb texture?
fibanocci on 22/3/2015 at 07:32
Rename the texture name in the object.bin (and the object texture name, too)
Nameless Voice on 22/3/2015 at 13:03
I'm assuming that you've replaced the default vine texture with a custom one of cobwebs, and included that cobweb texture in your FM?
If the EP is overriding FM-specific content, then you don't have it installed correctly. It shouldn't do that.
Also, Vindec2 isn't replaced by the EP? It only changes Vindec3?
vincentlancon on 22/3/2015 at 14:43
Quote Posted by Nameless Voice
I'm assuming that you've replaced the default vine texture with a custom one of cobwebs, and included that cobweb texture in your FM?
If the EP is overriding FM-specific content, then you don't have it installed correctly. It shouldn't do that.
Also, Vindec2 isn't replaced by the EP? It only changes Vindec3?
I don't know I didn't do anything with vindecal2. On the install I use for dromed, it is clean with no enhancements that I know. Maybe it was changed when i tried someone else level to see how they do something. for me it's always been a cobweb.
edit , I found the modified .bin and .tga files with the cobweb, now I just need to figure out where to place them and what needs to be modified to tell the mission to use it.
fibanocci on 22/3/2015 at 15:17
Put the renamed object in the obj-folder
Put the renamed texture in obj\txt16
edit-->shape-->model name (type the name of the new model)
vincentlancon on 22/3/2015 at 15:54
Quote Posted by fibanocci
Put the renamed object in the obj-folder
Put the renamed texture in obj\txt16
edit-->shape-->model name (type the name of the new model)
I have done this , but when I run the level from darkloader, I still get the vine and not the cobwebs. here is what I have set up
Inline Image:
http://spirited-tech.com/images/obj.jpg
fibanocci on 22/3/2015 at 16:03
You have to edit the bin with a hex editor. You'll find vindec2.gif/png. Change it to cobweb2.tga. Then rename vindec2.bin to whatever you want. This is your new shape.
vincentlancon on 22/3/2015 at 16:21
the vindec2 is the new name , the original was like vinedecal2 or something. I have the vindec2.bin in the obj folder. the .tga in txt16 folder and in the game the object points to the vindec2.bin. It works fine running it from dromed. When I compile the .zip structure for use with FM selectors, I put the obj folder at the root level, should it go somewhere else like intrface?
fibanocci on 22/3/2015 at 16:35
The obj-folder is the right place. Try a differnt name, something unique like 'vincentdec' or whatever. Looks like vindec2 is already used/gets overwritten by something else. Probably by EP.
vincentlancon on 22/3/2015 at 16:37
Quote Posted by fibanocci
The obj-folder is the right place. Try a differnt name, something unique like 'vincentdec' or whatever. Looks like vindec2 is already used/gets overwritten by something else. Probably by EP.
ok , i'll see if that is what it is