Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: AHadley on November 04, 2009, 06:52:14 PM

Title: Pluto Texture Modification
Post by: AHadley on November 04, 2009, 06:52:14 PM
There's one thing about BZ2's textures that really annoys me, and that is the textures that have PLUTO splashed across them in big letters. When you have some ISDF tunnels on Mire, it looks really out of place no matter how small it is. And for some reason, the baseplate on those tunnels are purple... :S

So I decided to remove the textures. I extracted the three textures I could find that have pluto written on them and put them in my addon folder, then removed the text. When I loaded the game... the text was still there. I know for a fact that I'm using the right textures, I've checked with the modder's data pack. But they still don't show up.

Why is this?

And what's making the baseplates purple?
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 04, 2009, 07:30:27 PM
Baseplates being purple is caused by lighting (and they MAY have vertex colours)

As for the textures, you didnt DXT them did you?
Title: Re: Pluto Texture Modification
Post by: AHadley on November 04, 2009, 08:14:06 PM
Quote from: TheJamsh on November 04, 2009, 07:30:27 PM
Baseplates being purple is caused by lighting (and they MAY have vertex colours)

Well, they're purple whatever the lighting (place one next to ibbasex and change the sky) so it must be the latter. How do I undo it?

I've already put a c0 and a0 on the road.pic texture (which im fairly sure it uses) and they didnt do any good.

Quote from: TheJamsh on November 04, 2009, 07:30:27 PM
As for the textures, you didnt DXT them did you?

Aah, damn it. what a stupid mistake. They work now.
Title: Re: Pluto Texture Modification
Post by: Nielk1 on November 05, 2009, 12:12:37 AM
Removing purple is a BA causing model change.
Title: Re: Pluto Texture Modification
Post by: AHadley on November 05, 2009, 07:23:03 AM
Looks like that one's going in the AP main folder if it gets done then. And that it needs converting to XSI first. Damn it.
Title: Re: Pluto Texture Modification
Post by: mrtwosheds on November 05, 2009, 09:50:23 AM
You should be able to find all the original tunnel xsi in the zsis.zip on bz2 scrap. changing the vertex color is simple, locate the          SI_MeshVertexColors { entry and change the 3 columns of values to something you like.
RENAME the .xsi and odf and include in your pak.
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 05, 2009, 10:06:21 AM
Yeh its an easy task :)
Title: Re: Pluto Texture Modification
Post by: AHadley on November 05, 2009, 05:56:52 PM
I spotted the tutorial on bzcommand just after asking :P

Is anybody other than OM able to demunge a MSH?
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 05, 2009, 06:21:24 PM
You dont need to demunge a mesh do you? Just use the XSI's from the ones on BZscrap, and then any newer ones from modders_data.
Title: Re: Pluto Texture Modification
Post by: AHadley on November 05, 2009, 06:27:53 PM
Aah, are they in there? that's good news.
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 05, 2009, 06:30:02 PM
ALL of the stock XSI's are in the stock XSI .pak file found on bzscrap. However, IF there is one in modders_data, it means it has been changed, and you should use that one instead.
Title: Re: Pluto Texture Modification
Post by: Nielk1 on November 05, 2009, 07:45:59 PM
So now you are making a 2nd set of tunnels that don't say Pluto or have purple colors?
Title: Re: Pluto Texture Modification
Post by: AHadley on November 05, 2009, 08:32:06 PM
I've made skins that remove the Pluto text only. They're an LMM addon.

The purple are asset changes, you said not to do that just now on msn.
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 05, 2009, 09:40:26 PM
No point doing it via an LMM addon, just re-name them, and do the texture swapping in the XSI. Copy the ODF's and original XSI's and rename them.... then you have new tunnels. easy.
Title: Re: Pluto Texture Modification
Post by: Nielk1 on November 05, 2009, 11:25:18 PM
In the future TJ that will make a nice quick set of models. I would likely get a python script made that just swaps out all the textures smartly or something and clones all the ODFs with the slight change, but I don't see the need to do that yet. Pluto does fine, it is such a small thing.
Title: Re: Pluto Texture Modification
Post by: mrtwosheds on November 06, 2009, 02:30:10 AM
 :-D Its just one of those corporate things...The ISDF command management team (aesthetics section) spent allot of time and money getting PLUTO hard coded into the bio-construct matrix (bridge/tunnel sections) for the Pluto mission. It not their fault those dumb military types went off on an unauthorised interstellar joyride and built them all over half a dozen solar systems... :-D
Title: Re: Pluto Texture Modification
Post by: AHadley on November 06, 2009, 07:26:11 AM
It's little but it still annoys me :P

I get annoyed by little things. I'm a perfectionist.
Title: Re: Pluto Texture Modification
Post by: bigbadbogie on November 06, 2009, 09:29:45 AM
Quote from: AHadley on November 06, 2009, 07:26:11 AM
I'm a perfectionist.

That makes for a very good modder.

Keep it up!
Title: Re: Pluto Texture Modification
Post by: ScarleTomato on November 06, 2009, 03:16:09 PM
Quote from: mrtwosheds on November 06, 2009, 02:30:10 AM
:-D Its just one of those corporate things...The ISDF command management team (aesthetics section) spent allot of time and money getting PLUTO hard coded into the bio-construct matrix (bridge/tunnel sections) for the Pluto mission. It not their fault those dumb military types went off on an unauthorised interstellar joyride and built them all over half a dozen solar systems... :-D
Thats been my excuse this whole time. The terraformer constructor's programmed blueprint was for Pluto and they never got around to changing it. Why fix what ain't broken? :P Honestly that makes it sound more realistic IMO. It's just one of those historical quirks that you run across. Like why the radiation and biohazard symbols look like they do, or why paramedics have a staff with a snake around it.
Title: Re: Pluto Texture Modification
Post by: TheJamsh on November 06, 2009, 03:40:49 PM
If this was my actual mod id be changing it, and making a whole series of tunnels WITHOUT the pluto bit on it :D, but, its not :P

Nielk1's script sounds like a good idea though.