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Battlefield Modding Tutorials BFMODS • View topic - Custom Texture on No4

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Custom Texture on No4
PostPosted: Sun Jan 20, 2008 12:29 pm 
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Joined: Tue Mar 06, 2007 9:38 am
Posts: 23
Hi Guys

This isnt server side relating but you're the most competant people out there....

I cant seem to get custom texture to show on my map..

Im trying to add a winter camo texture to the No4 rifle. I have extracted No4_r.dds and placed this into a 'customtextures' folder in my extracted map, and ive opened in Photoshop and painted the new textures.

I have then saved the .dds file into the 'customtextures' folder (Ive saved as DXT3 and Generate All Mipmaps)

I have then added the following line into my init.con

textureManager.alternativePath ../../bf1942/levels/<<MAP NAME>>/customtextures

However in game it still displays the standard wooden texture for it....any ideas :?:


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PostPosted: Sun Jan 20, 2008 12:31 pm 
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Posts: 621
Location: United States of America
iced earth has done some of this, search his posts, he's good...

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"like a tree, the full measure of a man can best be found when down."



Webpage: http://ez1st.homeip.net/


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PostPosted: Sun Jan 20, 2008 12:37 pm 
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Joined: Tue Mar 06, 2007 9:38 am
Posts: 23
Ive searched through a few posts but i cant seem to pinpoint what im doing wrong...ive done it before...months ago but i cannie remember the exact process

This is the first time ive done a weapon re-skin so i dont know if the process is different, the other issue i forgot to mention is when i open the .dds file and select load mip maps when i go to save the .dds file i get a message saying

"image width and height must be a multiple of four"


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PostPosted: Sun Jan 20, 2008 12:55 pm 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
First locate the texture that the Number 4 is using, edit it to your liking and save it as a .dds Files.

Extract your custom map to the desktop. Inside create a new Folder called "Texture" there will already be one called "Textures" dont worry about this one.

Cut and Paste your new NO. 4 Texture into the folder "Texture" inside your map you just extracted to the desktop.

Then find and open its Init.con. and edit the line where it says "textureManager.alternativePath" it will have text next to it the name of a texture set used by the game something like "Texture/Africa" delete this, and type in a new path thats something like this:

../../bf1942/levels/(YourMap)/Texture

then save the Init.con file. Repack your map using WinRFA, and go in game. and VIOLA! youve got custom textures.


and yes .dds must be a Multiple of Four most commonly they are squares. 128x128 256x256 512x512, check your size make sure it didnt change.


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PostPosted: Sun Jan 20, 2008 1:06 pm 
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Joined: Tue Mar 06, 2007 9:38 am
Posts: 23
Excellent thanks Archimonde :D

Deleting the standard Texture/Africa line and replacing it with the custom one seemed to do the trick. Before hand i had both lines in the init.con

I also managed to get around that photoshop error message thing by selecting Use Existing Mip Maps option when saving...the textures dont look affected at all

Mucho Gracias guys


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PostPosted: Sun Jan 20, 2008 3:10 pm 
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Posts: 1226
Well you made my curious, let us see a SS of this texture!


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PostPosted: Sun Jan 20, 2008 6:11 pm 
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Sure, here's a not so great SS of the rifle and another SS of the map so far...its based on Kursk

Image

Image


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PostPosted: Sun Jan 20, 2008 8:17 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
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Well it looks nice :D
EDIT: now you need to make a snow camo suit


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