tobre Posted June 7, 2011 Share Posted June 7, 2011 (edited) I'm trying to make a texture replacement for Dandelion.Could you tell me if this modding process is correct? - extract dandelion__b1.xbm- modify dandelion__b1_DXT1.dds- save- rename dandelion__b1_DXT1.dds to dandelion__b1.dds- reconvert to XBM- put dandelion__b1.dds dandelion__b1.bin dandelion__b1.xbm to: CoockedPC\characters\main_npc\dandelion__man\model Seems correct, but that's the result:http://img853.imageshack.us/img853/4604/witcher2201106071511272.jpg ...that's the MOD, could you tell me what I made wrong?http://www.megaupload.com/?d=HXWNKM80 Thank you in advance Edited June 7, 2011 by tobre Link to comment Share on other sites More sharing options...
markoBG Posted June 7, 2011 Share Posted June 7, 2011 You just need .xbm file once you converted it back.-extract .xbm-modify .dds-convert it back to .xbm you need .bin file in the same folder to do it-copy .xbm file ONLY to the appropriate folder And thats it. :thumbsup: Link to comment Share on other sites More sharing options...
tobre Posted June 7, 2011 Author Share Posted June 7, 2011 You just need .xbm file once you converted it back.-extract .xbm-modify .dds-convert it back to .xbm you need .bin file in the same folder to do it-copy .xbm file ONLY to the appropriate folder And thats it. :thumbsup: Thank you for your reply, but I treid also in your way (only the XBM in the CoockedPC\characters\main_npc\dandelion__man\model folder), but the problem seems not solve.Anyway, looking at the mods made by modders on witchernexus, I saw that they put also BIN and DDS files in the folder... Link to comment Share on other sites More sharing options...
hismastersvoice Posted June 7, 2011 Share Posted June 7, 2011 What software are you using to modify the dds files? Link to comment Share on other sites More sharing options...
tobre Posted June 7, 2011 Author Share Posted June 7, 2011 What software are you using to modify the dds files? Adobe Photoshop CS5... Link to comment Share on other sites More sharing options...
broken181 Posted June 7, 2011 Share Posted June 7, 2011 (edited) Thank you for your reply, but I treid also in your way (only the XBM in the CoockedPC\characters\main_npc\dandelion__man\model folder), but the problem seems not solve.Anyway, looking at the mods made by modders on witchernexus, I saw that they put also BIN and DDS files in the folder... markoBG was correct, but the instructions were a little difficult to understand in my opinion. Try this:-Re-extract the original .xbm file, so that you have the original .bin and .dds. -Copy your modified .dds, and paste it in the folder that you extracted the .xbm to, and discard the original .dds.-Remove the _DXT1 from the .bin files name. (The .bin file MUST be in the same folder as the .dds)-Convert the .dds back to .xbm. -Paste the file in the appropriate folder in your game directory. This process allowed your texture to work for me. I originally thought it might have been caused by alpha channels, since I had a problem that looked similar once, but the problem is definitely caused by the .bin file that you included in your file. To summarize: Your .bin file is causing the error and needs to be re-extracted, and you'll then need to reconvert your files to .xbm. Let us know if that process works for you or not. Edited June 7, 2011 by broken181 Link to comment Share on other sites More sharing options...
tobre Posted June 7, 2011 Author Share Posted June 7, 2011 Dandelion texture is an DXT1 file.When I save I must choose:DXT1 (No Alpha)orDXT1 (1 bit Alpha)? ...and I have to change some option when I save or use default options? Link to comment Share on other sites More sharing options...
broken181 Posted June 7, 2011 Share Posted June 7, 2011 Dandelion texture is an DXT1 file.When I save I must choose:DXT1 (No Alpha)orDXT1 (1 bit Alpha)? ...and I have to change some option when I save or use default options? Personally, I use DXT1 (No Alpha), but either should be fine. It'd be best to leave the other settings alone, while making sure that the (Generate MIP Maps) option is selected. Link to comment Share on other sites More sharing options...
tobre Posted June 7, 2011 Author Share Posted June 7, 2011 (edited) A little better, but, there are already some mistakes...Is correct leave the right part of the texture all black?http://img841.imageshack.us/img841/7484/witcher2201106072215538.jpg Edited June 7, 2011 by tobre Link to comment Share on other sites More sharing options...
broken181 Posted June 7, 2011 Share Posted June 7, 2011 (edited) A little better, but, there are already some mistakes...Is correct leave the right part of the texture all black? Well, that's new to me. The texture is supposed to be 2048 x 2048 pixels, as such that whole black box shouldn't even exist. Edited June 7, 2011 by broken181 Link to comment Share on other sites More sharing options...
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