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How do you get Started modding textures?


sspottswood

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The wiki article 'Modifying Textures - XCOM:EU 2012' explains that at present we can only use TexMod (link in the article) to substitute textures 'on the fly'. So what you need to pursue is how to make TexMod TPF files. That is actually a lot less mysterious at the moment than what little is known about changing the artwork within UPKs (which basically is "we can't").

 

And if anyone has anything to contribute to that article, please do. The wiki is woefully lacking in anything art related.

 

-Dubious-

Edited by dubiousintent
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Contributing to the Graphics Wiki article(s)?

 

If i weren't sooooo busy with the new ReCLR projects, i'd gladly share whatever items of interest. Maybe once i'm through extensive updates for the next few weeks or so.

 

While i'm here Dubious - you'll probably be able to help out (or refer me to someone like Amineri & even other programmers) about the following.

 

TexMod has been coded in such a way that *ONLY* Five most recent TPF files get listed in some important locations. The browse drop-down, the packaging default choices, the most recent LOG, etc

 

http://s11.postimg.org/tvbqm8zdf/Tex_Mod_More_Than_Five_List.jpg

 

Is there any (easy or tougher!) way to *ADD* more slots to this simple process?

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I don't even attempt to use TexMod (just not interested in the effort or results), so I'm not really the person to ask. Nor are any of the code divers indicating they are using it (which is why we have so little information on the art side of things). From what I can tell searching on the subject, v0.9b was the last release (in 2006) by the original author, but I haven't been able to find a site with it's source code. Development after that was taken up as a "fork" by the uMod community. So if there is any hope of getting the feature you want, I would expect it to come from them.

 

But the first step would be to work with them to get uMod to work with XCOM. They say they want to hear about problems, so I would start by posting the results of our testing listed on the 'Modifying Textures' article there. Then if you have the skill set and are interested, you can download the source code and see what it would take to implement a larger package list. (It's possible they have the v0.9b source code; I didn't dig that far.) You can always submit your improvement code to the project and (assuming it's bug free) it will probably make it into the next beta release.

 

-Dubious-

Edited by dubiousintent
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Haven't had much luck with uMod either.

It seems mostly incompatible with our usual processing of modded textures through TexMod.

Generally, it crashes at runtime. No matter what & how i defined its settings... nothing could actually work.

Too bad, since it looks extensively more complex & features filled than TexMod.

 

The only solution might then be to go there and simply ask for help as you suggest.

Here's to hoping. But, i somehow doubt they'll be interested unless more pressure from our whole modding community goes into re_action along side just lonely me. :wink: So, spread the word!!

 

In the meantime, i might have to "Reverse" the compiled version of TexMod (if the source can't be found anywhere) to try expanding its most recent slots. Even some tricky registry editing didn't loop the necessary values.

 

Thanks for caring anyway.

Edited by Zyxpsilon
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