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Clear Complete Texture Editing Tutorial?


Weiser_Cain

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Originally posted by witchzenka

I have a totally stupid question. I've redone some textures for the player heads - how do I put them in the game? I put them in the Override folder and they don't show up. I do not have enough comprehension today to try and make them seperate selectable heads - but I'd like to see how they turned out, even if they override the defaults for now.

They're still in tga format - do I need to change that? and how would I?

 

First is it a reskin of the head your using? If so you may want to double check that it is named exactly the same.

 

If it is not the best way might be to start a new game and look through all the heads untill you find the one you replaced as it should be as simple as that.

 

All of this is provided you did not extract one of the advanced light or darkside head textures and modify them. If this is the case then you will not see this head untill you hit the texture change point for the lightside or darkside depending on which it is.

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I have a similar issue.Is it possible to re-skin the Ebon Hawk?I tried but it looks the same.

I edited the following files:

 

002_EBO_Main1.tga

002_EBO_Main2.tga

002_EBO_Main3.tga

 

I put them in the Override folder and when i check it in te game nothing has changed.Any idea why?

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They are named exactly the same, except for the .tga part. I've done total reskins of the C female heads, light to dark (KotOR 1)- I decided to do a theme, making redheads who get tattoos at full dark. They look neat to my eye all flat like they are - but my experience skinning Sims showed me that just because something looks nifty in plain graphic form doesn't mean it will look good in game on the 3D model.

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Originally posted by witchzenka

They are named exactly the same, except for the .tga part. I've done total reskins of the C female heads, light to dark (KotOR 1)- I decided to do a theme, making redheads who get tattoos at full dark. They look neat to my eye all flat like they are - but my experience skinning Sims showed me that just because something looks nifty in plain graphic form doesn't mean it will look good in game on the 3D model.

 

What do you mean except the tgs part??:confused: :confused: Without the TGA extension it won't overide a texture in game. If your saving it as a tpc or jpg or anything other than tga it won't overide.

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Originally posted by Weiser_Cain

I don't belive this to be entirely true, but I see little reason not to keep the textures in tga format.

Have you tried a different format that works?

 

Seriously, I'd be interested if there's some other format we can use, but the game is very dependant on Alpha Channels. .tga is the only format having this channel. Well... there's .gif but heaven forbid you use that horrid format. It only supports 256 colors and not 32-bit.

 

As far as I can tell .tga is the only "readable" format that TSL can translate...though I'll admit I've never tried any other... any findings would be greatly appreciated :)

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  • 1 month later...
Originally posted by Weiser_Cain

Thanks for the info so far, I assume just dropping the tga in the override folder will um, override the default texture?

 

Hmm, can i create new duplicate heads and retexture them? I want new hair colors but i don't want to loose access to the default heads.

 

Has the first part of this question been answered anywhere in this thread? I think I only found posts relating to adding textures whereas I would like to just replace.

Thing is, I got as far as that, but simply placing the file in .tga format in override didn't do a thing in the game. Now, am I missing something or could the reason be that my tga is 24bit instead of 32 (cause PSP won't let me save at 32...)?

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If Paintshop Pro won't save in 32 bit that may be causing you issues. Not sure, I'm using Photoshop CS now.

 

AFAIK any texture in the game can be replaced by putting a 32 bit TGA of exactly the same name in override.

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This is odd... My edit of PHFC06.tga works great, but the one I did on PHFA06.tga won't, alhough I used PCP (at 24bit) for both and they are both included in heads.2da. Any further ideas?

 

(I belatedly realize I might have horribly offended by resurrecting this thread - I mistook 2004 for 2005! :o Sorry.)

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