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Posts from the models won't export.

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13 years ago
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I apologize for posting in this thread, but I wanted to quickly send a message while I still have an internet connection, rather than searching for the right topic. Besides, this question is also touched upon 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'm not succeeding. I change the model and textures of a Death Knight to those of a Paladin, and the result is some kind of mess with a smeared helmet and no eyes riding on a horse. I don't need a Paladin to be there; I 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 just the sword separately. What am I doing wrong? Do I need to create the textures myself and then link 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.
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13 years ago
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Heroist
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.
Recoloring textures means taking an old texture and changing the hue/saturation of individual parts or carefully filling these areas with textures of fabric, skin, armor, etc. The mess happened because the Paladin's UV map doesn't match the Death Knight's UV map; that is, where the Death Knight has a helmet, the Paladin has, for example, a horse's tail.

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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13 years ago
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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 at the moment.

3) Yes, there is, but the problem is that the Death Knight has one material for the horse, shield, and sword.
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13 years ago
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Heroist
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.
1) Yes, Paint.net or Photoshop with a plugin.
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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13 years ago
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No, there's no problem at all. I just thought there might be a way to recolor things using the map editor. Now, everything is clear to me.
Thank you.
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13 years ago
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A small question arose:
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?
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13 years ago
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Heroist
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?
You need to save it in DDS (Direct Draw Surface) format. It's not necessary to fill in SrcName. DestName is the path to the DDS file.
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13 years ago
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okay, I'll try now. So, they use TGA for regular textures and DDS for 3D coatings, right?

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.
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13 years ago
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Heroist
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.
TGA is used as a source file: it's not used directly. You can export it to DDS using an editor.

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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13 years ago
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RedHeavenHero
You can export it to dds using the editor.
No. It doesn't always work, so it's better to do it manually.
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13 years ago
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There, around the chains of the Death Knight, is a white background, which later appeared in the game as well. I tried changing it to black, but it still remains. Maybe I didn't choose the right black color; I'll have to try again...
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13 years ago
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Is it possible to view the texture files, textures.xdb, and materials.xdb?
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13 years ago
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Here's what's inside the archive: a material file referencing a texture; a texture file referencing a DDS file, along with DDS and JPG images. It's not exactly what you're looking for, but it also contains a white background on the left side of the skull, which also appears in the game. As you can see, I only recolored the helmet and added a few details.
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13 years ago
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Problem 1: Where it used to be colored black, it has become white, which is not good. Problem 2: There is no alpha channel, i.e., no transparency. You can copy it from the original. The quality is somehow low... What editor are you using?:rolleyes:
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13 years ago
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Hmm, maybe I'm not converting from dds to jpg correctly...

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 ;)

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