Esse on 30/7/2021 at 21:32
I swear I had this working before, and now I can't seem to get it to function. I've duplicated the mesh, .bin., .e, et al of the human model I want to retexture and put them in the MESH folder. I have the texture saved in a Dromed-friendly size and placed in the txt16 folder. I've done both with the help of 7Zip, and I've tried saving the texture in both .PNG and .GIF formats. Despite this, the Monolog gives me an "ObjTxtReplace can't load texturename.png/gif" error whenever I try to replace the human mesh's texture with a custom one. If I try to load a texture that came with the base game, on the other hand, it works. I seem to only have this problem with the AI models so far.
Edit: Another facet of this error is that the original file, when replaced back into MESH.crf, will load as normal. Yet a file with the exact same name and file type won't, resulting in the model in question having a texture I can best describe as "Jorge mixed with rainbow vomit".
Edit 2: Solution found. The first problem was that, to attach textures to meshes, you add the Property Renderer - > Mesh via the editing function in the Object Hierarchy. Next, the texture image needed to be saved as a 32-bit image for it to work in Dromed. If you have a program like Photoshop or Krita, there should be options to pick which bit rate you want to save the image with under an Image Conversion section, or something similarly-named.
RippedPhreak on 31/7/2021 at 01:26
You don't use Shape -> Tex replace on AIs. Instead add the property Renderer -> Mesh textures and enter the original texture name and the one to replace it with.
Warning: You have to enter the entire file name in both lines, i.e. if it's a hammerite you can't just put in hamsol, it would have to be hamsol.gif for example.
Esse on 31/7/2021 at 01:59
That seems to have helped somewhat. The texture is now trying to map, but it does so improperly. The result is a weird flesh-golem of the texture I wanted to use:
Inline Image:
https://i.imgur.com/NKidFBv.pngThis is what the Object Hierarchy looks like for the Human AI I'm trying to retexture:
Code:
PaganWoman2
Creature
Creature Type: Humanoid
Position: { 0.00, 0.00, 0.00; 0; 0; 0; -1; -1;}
Renderer
Mesh Textures: { pagWom01.GIF; paganw02.gif;;;; ...} (ellipsis is mine, denoting repeating ;s)
Shape
Model Name: PaganW01
[+] PaganWoman (-2261)
RippedPhreak on 31/7/2021 at 02:28
Any way you can show us the new paganw02.gif file you created? i.e. put it up for download so we can examine it.
Esse on 31/7/2021 at 03:53
Quote Posted by RippedPhreak
Any way you can show us the new paganw02.gif file you created? i.e. put it up for download so we can examine it.
Sure, here's an Imgur link: (
https://i.imgur.com/oiChyAZ.gif)
My current hypothesis on why this is happening is something involving the color channels in a picture saved now vs. back in 2000.
zappenduster on 31/7/2021 at 07:38
Can't see any picture under that URL. :cool:
I assume that the dimensions of that GIF are OK since you are familiar with those texture rules. :)
Actually I experienced similar problems. Usually the replacement works fine for OM meshes, but replacing textures on DEDX meshes did not work for me, so I found myself constrained to copy the BIN and CAL files and change the GIF description with the hex editor. Is your new paganw02.bin taken from DEDX? :erg:
Esse on 31/7/2021 at 12:21
Quote Posted by zappenduster
Can't see any picture under that URL. :cool:
I assume that the dimensions of that GIF are OK since you are familiar with those texture rules. :)
Actually I experienced similar problems. Usually the replacement works fine for OM meshes, but replacing textures on DEDX meshes did not work for me, so I found myself constrained to copy the BIN and CAL files and change the GIF description with the hex editor. Is your new paganw02.bin taken from DEDX? :erg:
Here's a mirror, let me know if this doesn't work: (
https://cdn.imgchest.com/files/my8xcl9xk4l.gif) https://cdn.imgchest.com/files/my8xcl9xk4l.gif
It's an OM mesh, taken from the
Thief 2 files after being accessed via 7-Zip. The dimensions of the texture are okay, I think. I used the dimensions of the original base game texture it's derived from, 256x256 (or 256x128, something like that). I haven't tried a hex editor yet, so if all else fails, that might be my only option. There's an online one I know of that saves the need for downloading a program for hex edits.
Glad to know I'm not the only one with this kind of problem. Hopefully this thread will be helpful to others in the future with troubleshooting this error.
RippedPhreak on 31/7/2021 at 13:27
It will still look shite even using the hex editor. Try this: Using Photoshop, increase color depth to 24-bit 16 million colors, then save it as a .png.
Esse on 31/7/2021 at 14:24
It seems to have worked! I don't have Photoshop, so I found a freeware clone and used its image rendering to increase the bit-channel to 32 bit. Now the texture is showing up, and I don't have to duplicate the .bin and other files if I want to attach a texture to an in-game model. Thank you guys so much for your help!
R Soul on 31/7/2021 at 18:24
Quote Posted by Esse
when replaced back into MESH.crf
Glad you solved the problem. Regarding the above, I hope you know editing crf contents is a bad idea and you were just doing that as a test (and you have a backup) in order to work out what was wrong.