View Full Version : Changing Team Colorable textures
28th Jun 11, 11:47 PM
I did a search and got this one http://forums.relicnews.com/showthread.php?215596-HOW-TO-Edit-team-textures-Army-Painter-quot-color-maps-quot
but it doesnt have the answer i need. So im trying to edit a team color-able .dds file. All is well but when i open the file there is only transparency and black blob showing, the red and green parts are missing (that i know are there), tried to see if there was layers or channels or anything as im not too familiar with gimp, anyway i also tried adding team color-able areas on the armor regardless - they are team color-able by all 4 slot colors so its not distinguishing between the black, red, green areas for some reason unknown to me ....so its been a frustrating past 4 hours
anybody know what im doing wrong or point me in the right direction, or a more detailed walk-through....you'll get a team color-able inquisitor for helping me .... :lol: but seriously need help
29th Jun 11, 12:21 AM
Last time I did this, it couldn't be done in GIMP, due to the problem you described. Same with Paint.NET. Adobe Photoshop is supposed to work, but it's probably too expensive if all you'd do with it is an occasional texture edit.
29th Jun 11, 2:15 AM
hey you two i can help as i use gimp allot in modding.
1.first load your team file.
2.now you will see a either black all screen or a checkerd screen.
3.what if set up right youl see is a checkerd screen in allmost all team files.
4.now the fix is this:look up top for the filters tab:once clicked look for colors mouse over it and youl see :1.Decod Alpha Exponent
2.Decode YCOCG (scaled)
Now the one you want to click so you can see your tem dds is the second one Decode YCOCG (scaled)
and to help you understand tem colors and how they work.
1.Red is your primary color
2.Green is your secondary color
3.Blue is your third color
4.Black is your fourth
:hope this helps you out guys if any problems on this let me know pm me or email@example.com shadowninja0069 out.
29th Jun 11, 8:38 AM
I did that last night when i was messing around with the filters, and it showed a bunch of colors so i thought it would work...but its slightly different, empty space is blue instead of transparent, (third color)blue is black, and (fourth color)black shows up as pink....and im not sure if red and green are ok (ill upload an image when i get home tonight to show you what i mean) does this matter, can i just adjust to these colors..or do i have a setting off, wrong format?
secondly, so when i decode the texture and make my changes, then when i save and compress what do i do? do i do YCOCG (scaled) DXT5?
thanks for your post regardless
29th Jun 11, 2:07 PM
just use the YCOG (scaled) if your tem file is all black screen or all checkerd or some cases blue to open those.
then color best to use color on tem files.one thing important .when loading your dds tem file dont load mipmaps uncheck that allways.
and when you get done what you want to save as:ezample is apothecary_tem.dds then replace comes up click replace as commpression use BC3/DXT5 and then click genarate mipmaps. let me know if that helps more.
29th Jun 11, 4:48 PM
anybody know what im doing wrong
You're using Gimp, if what Shadowninja says doesn't work you'll have to get Photoshop.
29th Jun 11, 5:25 PM
@shuma - thanks for the humor even if you were being serious, i got a good laugh out of it....problem is im broke...
ill try this when i get home from work and classes and let you know how it goes ;) , thanks for the help
30th Jun 11, 12:56 AM
np there bud,im not that great at allot things i can code and model pretty well now but,tem coloring is one thing i learned early on.
let me know if that info before works as its way i use gimp and it works all time.
30th Jun 11, 8:15 AM
well, same problem, it seems that the colors are stacking, so all i get is dark red for most of inquisitor until i change the colors to lighter, the 1-3 colors are all in the right spots, but the 4th one seems to be everywhere
30th Jun 11, 8:17 PM
post a pic so me or someone can maybe make heads or tails out this for you.
30th Jun 11, 10:17 PM
when i open up the tem file in gimp it looks like this
then when i filter to YCOG (scaled) it looks like this
so i add in what i want to change, looks like first image, that doesn't work, so i tried transparent background 2nd pic, that didn't work, so then i tried black background 3rd pic, that doesn't work
no matter which of these i do, i still get pretty much the screens im gonna show you now. the first one is 8th cadian screen (as you can see red dominates inquisitor, 4th color), 2nd one shows inquisitor with team playable colors (1st color red, 2nd green, 3rd blue, while letting the 4th color as white (a lighter color)...you can see where the colors are supposed to be in this one and it seems to be working at this point. But then last pic is same as second one except the 4th color is darker, and as you can see it is blending with the other 3 colors
30th Jun 11, 10:44 PM
What the last pictures say to me is that is as if the Alpha Map was not edited, so it covers the entire texture and thus when you go ingame the 4th color is applied to the whole body, the pink Inquisitor logo also means that the blue channel and the red channel are overlapping, it's easier to show it with pictures, i guess:
Here's how the team color texture for the Commander armor looks in Photoshop:
As you can see on the right we have the RGB channels checked, which is why you see the image in three colors, now if we check just the red one we get this:
And in the case of checking the Alpha channel we get this:
What the in-game pictures tell me that the alpha map would be all white, so it's overlapping with the other colors, which is why they all "combine" so if you can fix that i guess it could work.
1st Jul 11, 4:26 AM
shuma is correct there way he said it,thats how i used the commander armour and made dante gold.http://steamcommunity.com/profiles/76561198005479306/screenshot/542898529843862511 check my ba post and youl see what i meen .yes i alterd the looks to be like dante even abbs
on armour but:its just colored tem files shuma way and he described and its just the commander power armour.if you dont get this working send me a list of what your trying to do all the way and ill take a look at it as im good with gimp shadow out.
5th Jul 11, 8:14 AM
alright got photoshop for trial period, did the inquisitor...no problems at all, now im working on the commissar lord, armor tem texture worked fine however the head tem texture for some reason is not
so weird things that happened that may explain this, when i went to exit it, photoshop kept saying i needed to save it even tho i already did, but when i hit yes it didnt give the option of saving as dds. Looked at the layers and found i had an extra layer, so i deleted that, saved, ran mod, still no change....anyone else had this problem?
5th Jul 11, 9:23 AM
at work now, have to wait until tonight till i can post pictures, i sorted out the above problem, but i think something else is wrong, cuz it doesnt show up in game, frustrated the hell out of me last night
5th Jul 11, 4:14 PM
im beginning to think that commissar lord doesn't use its tem texture, cuz its the only texture not working, i also have a question, what calls textures to be activated?, example SM have 4 tem textures for each of there army painter schemes but techmarine only has techmarine_head_tem, can i make techmarine_head_tem_2, etc and have them apply in game or is that impossible?
Get Santos's model editor, it will allow you to give the Commissar Lord a _tem texture, you just have to point to it, the tem_2, tem_3, tem_4, tem_5, tem_6 textures don't need to be pointed to, as long as the model uses a _tem texture it can have as many alternate schemes as you want.
5th Jul 11, 8:28 PM
sweet, thanks shuma, ill let you know if it works or not, in the mean time ive been working on techmarine and orkz, and i gotta say...i got the orks looking creepy as hell
5th Jul 11, 10:17 PM
Perfect, Orks should be creepy.
You can do it in GIMP, you just have to right click the layer & "Add Layer Mask > Transfer layer's alpha channel". Follow that up with "Disable Layer Mask", and then click the non-mask layer and do your RGB stuff. Once you are done you need to "Apply Layer Mask".
15th Jul 11, 9:29 PM
@Heru - thanks for the info, ill have to try that after my trial runs out on photoshop...originally thought id only change a couple things, then i found out i like it and i have too many ideas to just stop
might as well advertise, i got a mod going now, hop by and check it out --> TC (Team Colorable) Mod (http://forums.relicnews.com/showthread.php?261050-TC-(Team-Colorable)-Mod-Commi-Autarch-Orkz-7-7-11)
also ran into a problem, figured posting here was more appropriate then making new thread. so here is the issue, ill let the picture explain it
i edited the texture files, then opened model editor and pointed to the new emi texture(so new stuff is the model/motiontree and textures), this is what i got, anyone know why, im not really in the mood to try a million things as i have more stuff im working on and can put this off instead of wasting a night trying to figure it out when someone might know the issue
16th Jul 11, 6:24 AM
The autocannon is gone? That's... Weird, especially considering that i assume you were editing the dread's body and not the autocannon, right?
16th Jul 11, 2:35 PM
correct, and in the model editor he doesn't have the autocannon arm, thought it was a bit weird
16th Jul 11, 3:15 PM
I have no clue, the only two things i can think of is that somehow the autocannon's diffuse map alpha channel is making it invisible, but that would require the alpha check option to be checked in the model editor and it would be very weird for it to cause only the barrel to disappear and not the entire arm.
The other thing is that something could be messing with the bones and thus the autocannon's barrels are there, but not where they should be, however if this was the case they'd be visible in the model editor.
So... I have no clue, Santos might be able to help.
17th Jul 11, 5:44 AM
check your lod in max bud and if its a 1 or 2 change those to 0 allways want 0 because lod make thing disapear allot.if not set to 0.
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