Esse on 31/7/2021 at 20:51
Quote Posted by R Soul
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.
It was. I only edit the CRF when I'm testing out textures in Dromed or using 7-Zip to get base textures out of them. Otherwise, I don't touch those files at all. You did remind me, however, to check and make sure I still have a backup. If you know of another way to import textures into Dromed without popping them into the game's base txt16 files, I mean it sincerely when I say I'm all ears.
RippedPhreak on 31/7/2021 at 21:04
Quote:
I only edit the CRF when I'm testing out textures in Dromed
uh...what?
Quote:
If you know of another way to import textures into Dromed without popping them
into the game's base txt16 filesI might be misinterpreting this, but you make it sound as if you're always zipping up your models and textures into a mesh.crf before running DromEd and looking at the files in-game.
You do know to create a Mesh folder under the main Thief directory...and put the .bin and .cal files in that, then create a txt16 folder under Mesh and put the .gif and .png files in that, right? No zipping needed.
R Soul on 31/7/2021 at 21:11
Quote Posted by Esse
If you know of another way to import textures into Dromed without popping them into the game's base txt16 files, I mean it sincerely when I say I'm all ears.
If you mean to test things without cluttering up your FM folder, you could use the mod system.
Create a folder in the main T2 folder, e.g. called ResTest
In cam_mod.ini find the mod_path line and put +.\ResTest at the end
Inside the ResTest folder you'd use the exact same folder structure as an FM (e.g. ResTest\mesh\txt16)
Bear in mind that Dromed won't like it if you move files from ResTest to your FM's own folder while it's still running. It tends to think they've been deleted.
Esse on 31/7/2021 at 21:12
Quote Posted by RippedPhreak
uh...what?
I might be misinterpreting this, but you make it sound as if you're always zipping up your models and textures into a mesh.crf before running DromEd and looking at the files in-game.
You do know to create a Mesh folder under the main Thief directory...and put the .bin and .cal files in that, then create a txt16 folder under Mesh and put the .gif and .png files in that, right? No zipping needed.
No, I didn't, LOL. You're not misinterpreting anything. Everything I've been doing so far is knowledge hacked together from archived threads and Dromed tutorials. Thank you for the pointers. :)
Quote Posted by R Soul
If you mean to test things without cluttering up your FM folder, you could use the mod system.
Create a folder in the main T2 folder, e.g. called ResTest
In cam_mod.ini find the mod_path line and put +.\ResTest at the end
Inside the ResTest folder you'd use the exact same folder structure as an FM (e.g. ResTest\mesh\txt16)
Bear in mind that Dromed won't like it if you move files from ResTest to your FM's own folder while it's still running. It tends to think they've been deleted.
This is also very helpfull! I didn't see this before I posted originally. Thank you.
Esse on 8/8/2021 at 17:07
I hate to come back to this thread again, but it appears Dromed isn't recognizing any of my custom textures in the ResTest file. I'm getting instead the error that it can't find the texture I want to swap out the base game texture with. I've saved the files in question as 24-bit or greater, there is no transparency in them, and I've added +.\ResTest at the end of my cam_mod.ini file, like so:
Code:
;mod_path MyBowMod+.\TexturePack+.\ResTest
This is the same name as the folder which has the custom resources I test. I had this working before, and the one difference between then and now is that I had to remove the ResTest line and resave my cam_mod.ini because it was causing some FMs to crash. I went and put it back in after I was done playing those FMs. From what I remember, I didn't have any duplicated .bin files for the textures to work on meshes, just the textures themselves in the ResTest folder.
RippedPhreak on 8/8/2021 at 17:34
The semicolon at the start of the line tells Windows to ignore that line. Delete the ; and try again.
Esse on 11/8/2021 at 02:48
Quote Posted by RippedPhreak
The semicolon at the start of the line tells Windows to ignore that line. Delete the ; and try again.
It halfway worked. Dromed recognized the texture and tried to load it, but the object turned into a white wedge when the texture was applied.
Edit: And it turns out I was misspelling the line and didn't see that at first. Now it's fixed.