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#251
Neonin

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In response to post #10407514.

For those who haven't updated to the latest patch (for whatever reason) the download for v2.22 is in the files section at the bottom under "Old Versions". If you haven't updated don't use v2.23 because it will break your game when you apply the Toolboks modlet!

Edited by Neonin, 04 December 2013 - 02:28 PM.


#252
Neonin

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In response to post #10415821.

I didn't miss it, I just haven't done it yet! That's part of the "other stuff" I'm handling after the main things, I'm just pushed for time at the moment. Well spotted though ;)

#253
mytwist1981

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In response to post #10415707. #10416303 is also a reply to the same post.

thanks a lot!

#254
Neonin

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In response to post #10378915. #10389420, #10394874, #10399900, #10400984, #10401806, #10406473 are all replies on the same post.

For those interested, my plan is to have v2.3 uploaded tomorrow with all the gene mod icons and the ones for the SCOPE and the other new grenades. I'll then move on to "sundries" such as the new OTS perk, any other stray icons I've missed so far, and then work on my super-not-so-secret-customisation project :)

#255
miraclefreak

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Is there actuallly a way to enable this mod without having to launch the game via texmod button?

#256
Neonin

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Version 2.3: Genes & Grenades R' Us
= Added icons for all gene mods: Neural Feedback, Neural Damping, Hyper Reactive Pupils, Depth Perception, Secondary Heart, Adrenal Neurosympathy, Bioelectric Skin, Mimetic Skin, Muscle Fibre Density, and Adaptive Bone Marrow. Screenshot available in Images section.
= Added icons for Gas Grenade, Needle Grenade, Ghost Grenade, and Mimic Beacon.
= Updated icons for Frag Grenade and Flashbang Grenade.

A note on gene mods: You'll probably notice that the gene mod screen works differently to the other Ability screens. As you can chop and change between mods whenever you feel like it, the icons are always displayed as "available" and that caused an issue with not being able to tell which ones you actually had when replaced with nTex-style icons. To get around this there's a transparent section underneath the icons (check out the screenshot in the Images tab) that shows up cyan for mods you don't have, and yellow for those you do. This follows how the icons display in vanilla. At some point I may look at whether I can modify the code for the gene mods screen to work more like the others, but that's for the future.

I'm also not 100% happy with the icon for Depth Perception, but it works for now.

As for the other icons, here's a preview:

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

I haven't labelled them, because the idea is you should be able to tell which is which from the icons alone!

Mimic Beacon is the odd one out and it's... upside down?! Oddly the game flips the icon both vertically and horizontally when it displays in Tactical missions, the only icon I've found so far that does that.

Edited by Neonin, 08 December 2013 - 01:36 AM.


#257
Neonin

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In response to post #10463953.

Not that I'm aware of. Other games that use a similar process sometimes end up with texture mods that can be added without using TexMod (the Mass Effect series is one that comes to mind) but they generally have modding tools available that allows such things. While XCOM has got slightly more mod-friendly with the release of EW, it's still a long way away from the likes of Civ.

#258
Zyxpsilon

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...
= Open your Steam folder and browse to the folder containing the game exe (should be {steam root}\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32)
= Change the name of the XCOMLauncher.exe file to something else (eg XComGame1.exe)
= Copy Texmod.exe into the XCom binaries folder (same folder as original XComGame.exe)
= Change the name of the Texmod.exe to XCOMLauncher.exe
= Launch Steam and start XCom, if you have followed the process correctly it should result in Texmod launching
= Click under Target Application, and find your XComEW.exe and select it
= Choose Package Mode and with the folder icon browse for the texture package(s) you wish to load (eg nTex v2.2.tpf)
= Click Run

---------------------------------
 
Followed the instructions (above and within your Readme.txt) **exactly** and it still doesn't work like it should!
I must be somehow a bit stupid... but let me try to explain.
 
Once i click RUN, it simply loads XCom-EU only and not XCom-EW as intended. Not even the tiny nTex Insignias package is being allocated too.
 
Help?! :sad:


#259
Neonin

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In response to post #10476987.

That's an odd one... Are you sure you're pointing TexMod at the XComEW.exe in the XEW folder?

The only time I came across something similar (so far) is when I renamed XCOMLauncher.exe but forgot to put TexMod.exe in the binaries folder and tried launching the game. Without that launcher it defaults to EU. I didn't get the TexMod window though, and you describe TexMod as loading.

The only thing I can think of is that you're launching XComGame.exe and not XComEW.exe, which is in the Binaries folder and not the XEW/Binaries folder.

#260
Zyxpsilon

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Yep - TexMod was pointing to *XComEW.exe* as required.

 

Still no luck... even if i worked all night long trying to figure out what went (or is) wrong.

 

So i'm just about to give up on this whole thing -- until someone can modify the loading process of TexMod (DAMNED Steam!!) or whatever else needs to be done to maintain the Launcher capacity to offer us the usual EU/EW optional popup. I suspect it might be a weird "priority stack" that borks up the sequencer straight from memory.

 

Logging mode - doesn't activate either. (It once did within EU only when i was able to explore your first version and snatch a few more textures out of curiosity.)

 

Too bad, i would have enjoyed an almost complete overhaul of the UI elements through your wonderful graphics. :ohmy: :mad:


Edited by Zyxpsilon, 08 December 2013 - 06:29 PM.





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