LarryG on 25/2/2017 at 15:12
I think that Yandros was asking how you were referencing the png files in DromEd.
Unna Oertdottir on 25/2/2017 at 16:12
Nobody knows what you did and how much you know about textures and objects. That's why you need to tell us exactly what you did.
In Rose Cottage, there are 21 different cards (card1-21). When you open card1.bin with an hex editor, you'll see that 3 different textures were assigned to a card.
Tannar on 25/2/2017 at 17:59
Ravenhook, if you are using Yandros' reskinnable objects, such as res_sign or res_poster, then what you need to do is the following:
1. Be sure your image files have been saved as PNG files, or some other format that New Dark recognizes.
2. Be sure your PNG files are in your obj/txt16 folder.
3. In the properties of your object (res_poster, or whatever), Add > Shape > TxtRepl0 and then type in the full path of your image file. For example: obj/txt16/card1.
It's not necessary to include the file extension (PNG, etc.)
Ravenhook on 25/2/2017 at 18:51
Ok heres what I tried...I borrowded card 1 from Rose Cottage (dont panic, I deleted it after my experiment..I will obtain permission if It works) I used the bin file discardint the tga in txt16, In gimp I resized one of my pictures to 256x256 and exported it as a tga file, I then created a Hagen hanky and using shape/model name typed in card1, I now had a larger card with my picture on one side which I then resized to look like a postcard photo...all is fime except for the back whih I take it I would have to used the txtrepl to use another tga for the back...am I right??, if so what repl number would be the reverse as repl0 is the face??.:p
Confused....I am.:laff:
Unna Oertdottir on 25/2/2017 at 19:06
The cards in Rose Cottage don't use replacement textures
card1.bin-->
texture names:
CARD15.TGA
CARDBACK.TGA
CARD1.TGA
Just rename the textures that you want and put it in obj/txt16
Ravenhook on 25/2/2017 at 20:31
Thank you...and of course seek permission first.:D
Tannar on 25/2/2017 at 23:17
Sounds like you're on the right track now, but here it is in a little more detail. There are essentially three ways to go about using your own textures with an existing model.
1. First, you can do what Una described above. Just rename your textures to the file names of the textures the model originally used. In order to do this, however, you have to know what those file names are. In this case, Una has provided them for you. In the future, if you want to find them for yourself in another model, you will need a program that can read .bin files. I highly recommend (
http://www.tucows.com/preview/602201/HxD-Hex-Editor) HxD Hex Editor. You can just open the .bin file with this program, and near the top on the right you'll see filenames ending with an image file extension such as .gif or .png, etc. Those are the texture files that the object uses.
If there is only one texture listed, then just rename your custom texture to that filename and you're done. If the object uses multiple textures, then find those files in your obj/txt16 folder (or obj/txt folder in some cases such as some original LGS models), and take a look at them to see on which part of the object each texture is used. Then name your custom textures accordingly.
2. A second method is to edit the .bin file itself and change the texture names to names of your own choosing. This is not hard to do, but it will take a little explaining and will depend a little on which program you use to edit the file. If you want to learn how to do this, send me a PM and I can talk you through it.
3. The third method applies to using your own custom textures with objects that have replaceable textures. (
http://spirited-tech.com/thief/2015/11/15/reskinnable-objects-by-yandros/) Yandros' reskinnable objects are one example. In this case, you just drop the .bin file in your obj folder, create an instance of this object in Dromed, and then take a look at the different faces of the object. There should be numbers on one or more surfaces of the object, usually anywhere from 0 to 2, depending upon which dimensions of the object have surfaces that are reskinnable. These correspond to the TxtRepl values in the object's properties in Dromed.
For example, if you use an object that only has one reskinnable surface, it will have a big zero on that face. So after you create that object, go to its properties and Add > Shape > TxtRepl0. In the box that comes up, enter the entire path of the texture file you want to use for that surface. For example: obj/txt16/texture1. It is not necessary to add the file extension (.gif, .png, etc.).
If the object has two reskinnable dimensions, then you should see both a zero and a one on the object. So you would use both Add > Shape > TxtRepl0 and Add > Shape > TxtRepl1, etc.
I hope this helps. If I left anything out, no doubt someone will be along to correct me.
LarryG on 26/2/2017 at 01:24
And, of course, using Tannar's method 2 you can change an existing bin which doesn't use replaceable textures to one which does by changing the desired texture name in the bin to REPLACE0, REPLACE1, REPLACE2, or REPLACE3.
Tannar on 26/2/2017 at 19:45
Thanks, Larry, I figured I'd leave something out.
Also, regarding my number 1, it's only necessary to open the .bin file if you are taking objects from another mission, and so don't know which texture files they use, such as taking the cards from Rose Cottage. If they are already packaged up, such as those at the Object Repository, then of course you have the .bin and texture files all together in the same folder, so the file names are right there.
Ravenhook on 27/2/2017 at 16:02
Playing around with these cards I am getting an odd problem, I create hagens cloth and change its model name to card1...after optimising the card flips into an upright position, I reset one of the values to lay it flat again and reoptimise and all is fine, I enter game mode and the blessed thing is stood upright again...if I frob it it goes into the inventory with the delightful naughty card slowly rotating as it should and when I "drop" the card onto a table or any surface it drops standing up to attention again...bloomin' things possessed.:eek: