Posts from the models won't export.
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I apologize for posting in this thread: I just wanted to quickly send a message while I still have an internet connection, rather than searching for the right thread. Besides, this issue is also discussed here.
I would like to understand what is meant by "recoloring" units. I've noticed that some mods have excellently recolored creatures, and I'm trying to do the same, but I can't seem to get it right. I change the model and textures of a Death Knight to that of a Paladin, and as a result, there's some kind of mess on the horse with a smeared helmet and no eyes. I don't need a Paladin to be there; I just want the Death Knight to have armor of the same color. Also, I can only replace the textures of a specific part of the monster, for example, the entire body at once, but I can't recolor the sword separately.
What am I doing wrong? Do I need to create my own textures and then link to them? Or should I use existing ones? For example, if I recolor a dragon, the shine in its eyes always disappears. I hope for an answer.
Added after 12 minutes
If you are creating your own creature (NCF), it is better to copy and create new textures and links to them, but if it is an existing creature, you can do without copying.
Added after 2 minutes
Sometimes, a creature has several files with textures of individual body parts.
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2) No, I'm just interested in how to recolor for now. Creating my own creature is just a plan at the moment.
3) Yes, there is, but the problem is that the Death Knight has one material for the horse, shield, and sword.
1) So, I need to recolor using standard editors, not within the map editor itself? I couldn't figure out how to work with the DDS file there.
2) No, I'm just interested in how to recolor for now. Creating my own creature is just a plan.
3) Yes, there is, but the problem is that the Death Knight has one material for the horse, shield, and sword.
3) What's the problem, exactly? Open it, recolor it, save it in ZIP format, preserving the paths, rename it, and copy it to the data or usermods folder.
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Thank you.
So, I extracted a screenshot, recolored it, saved it as a TGA file, and placed it in the map in UI/H5A2/Creatures/NecropolisSecondUpg/name.tga; and also in model/.../.../name.tga.
Then, I opened the map using WinRAR, found the file in model: something like DeathKnight_Coat.xdb. Inside, there are Scr_name and Dest_Name. In the first, I wrote a long path through UI, and in the second, I directly wrote name.tga, since it's in the same folder.
I opened the editor, checked, and everything matched, the links appeared. I decided to check how it looks, selected it, and the editor crashed. What did I do wrong?
I have a small question:
So, I extracted a screenshot, recolored it, saved it as a TGA file, and put it in the map in UI/H5A2/Creatures/NecropolisSecondUpg/name.tga; and also in model/.../.../name.tga.
Then, I opened the map with WinRAR, found the file in model: something like DeathKnight_Coat.xdb. Inside, there are Scr_name and Dest_Name. In the first one, I wrote a long path through UI, and in the second one, I wrote name.tga directly, since it's in the same folder.
I opened the editor, checked, everything matches, the links appeared. I decided to check how it looks, selected it, and the editor crashed. What did I do wrong?
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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Added 41 minutes later
Okay, everything worked. The only thing is: for some reason, the horse became a bit whiter, and a white background appeared around the chains, which I definitely didn't create.
Yeah, I'll try it now. So, they use TGA for regular textures and DDS for 3D coatings?
Added 41 minutes later
Okay, it worked. The only thing is: for some reason, the horse has become a bit whiter, and a white background has appeared around the chains, which I definitely didn't create.
Regarding the background. I'm not entirely sure, but a completely transparent background should be black. This could also happen if the alphaMode parameter of the material is filled in incorrectly. Different combinations of transparent/opaque texture areas require a specific alphaMode. AM_ALPHA_TEST (1-bit alpha) would be suitable for the knight.
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You can export it to dds using the editor.
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Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
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In the editor? No, I have a new computer, nothing's installed, I just opened it in Paint and colored the helmet ;) ;) ;)
It just turned white immediately after the conversion, which is not understandable. I'll try some options now...
Added 1 minute ago
Nope, I'm not involved here. I opened the data, and the dds files there also have a white background ;)