Results 1 to 15 of 15

Art/UI/Textures/My_Mod.tga

  1. #1
    Retired modder compiler's Avatar
    Join Date
    Dec 2004
    Location
    Nougat land

    Art/UI/Textures/My_Mod.tga

    Could we have some documentation on this file :
    Art/UI/Textures/My_Mod.tga ?

    The ModTools Readme states that "This is the name of the texture that is displayed in the front end when your MOD is active."

    But this is not very explicative : is this the texture of the sky ? Of the marine ? A screen splash ?
    Could we have some details, such as its size ? 512 x 512 ?
    Has it got an alpha channel ?
    Or, at least, what is the equivalent tga file in the existing W40K file, so that we can get an idea of what it is ?

    Thanks in advance for any help on this.


  2. #2
    Relic Entertainment
    Join Date
    Apr 2004
    Location
    Vancouver, BC
    This is the banner image for your MOD. When your mod is active, this will replace the "Dawn of War" logo at the top of the banner in the main menu.
    Please note: I am unable to reply to unsolicited PM's due to time constraints. Please post questions in the forums so that everyone can benefit.

  3. #3
    dr2sheds
    Guest
    Ahh, so i'd hazzard a guess and say that there *is* an alpha channel so that you can see through to the menu/banner.

    regards,
    sheds

  4. #4
    Relic Entertainment
    Join Date
    Apr 2004
    Location
    Vancouver, BC
    It's a full TGA - experiment with an image in the main menu.

  5. #5
    Retired modder compiler's Avatar
    Join Date
    Dec 2004
    Location
    Nougat land
    Thanks for giving us this info.
    And for allowing us to customize our mods further.

  6. #6
    shinvara
    Guest
    is this in our mod folder? or the generic data/art? or the w40k/data/art? which art - been messing around and I havent been able to get my FE picture in

    currently several copies in my folders -

    EA/data/art/ui/textures/xxxxx.tga
    modtools/ea/data/art/ui/textures/xxxxx.tga
    w40k/data/art/ui/textures/xxxxx.tga

    am i missing something here?

  7. #7
    Laughing God ShinGouki's Avatar
    Join Date
    Oct 2004
    Location
    The Webway
    I have mine in the following directory

    Code:
    \Dawn of War\thedancemacabre\data\Art\ui\textures\thedancemacabre.tga
    However you also need to make sure you have this in your *yourmodname.module*

    Code:
    TextureFE = Art/UI/Textures/thedancemacabre.tga
    Obviously replace thedancemacabre with whatever your mod name is .

    Hope this helps.

  8. #8
    Um, I already put info on the wiki. Does *anyone* read it? hahahahaha

    SinGouki is right though.

    Here is the wiki page: http://www.relic.com/rdn/wiki/DOWModuleFile
    Finaldeath

    Current DOW information on modding + FAQ - A good read for new and old modders alike!
    RDN Wiki Temp Location - Help, tutorials, Mod Tools info.

  9. #9
    shinvara
    Guest

    gah dude

    I have read the wiki - over and over and over - some stuff is great - other stuff is geared for professionals (basically saying that cuz I get lost) but - as you will note - as above - I have exactly what shingoku says -
    \Dawn of War\thedancemacabre\data\Art\ui\textures\thedancem acabre.tga
    in the FIRST listing

    EA/data/art/ui/textures/xxxxx.tga
    After reading his answer I rechecked - because I do that - and it wasnt where I put it that was wrong. . . <<hide shamed face here>>

    I had it listed right but the file was actually saved as

    ui\textures\title_Eldar_Ascendant_black.tga

    changed the name of it and NOW it works

  10. #10
    If you have any tips for making it more readable, I'd love to know (as one of the very few people who update it), since reorganising (some stuff still isn't organised) I barely know if people can get to the information well enough no one says

    Glad you got your problem fixed

  11. #11
    shinvara
    Guest
    you did a great job - as I see all that info you have in there under your name man - its just some of the stuff is like - professional lingo - and im a paramedic - NOT a comp engineer LOL - the basic logic of the computer is alright its just the whole different language thing. for example - the WinCondition.lua explanation is great if everyone does an Annihilate mission - however - many dont want that or want a neat lil thing like -ummm - complete objectives 1 2 3. Byth started something with good info on it - I have been relegated to litterally plagerizing Relic's luas just got get my games to load LOL - but back to the example - if someone (not me cuz I cant translate this well) could go in and say - "win conditions - several types - type a) yada yada yada (see annihilate) type b) objectives - make your objectives so they (OBJ_SetState to (OBJ_YADA = OS_Complete)) type 3) find stuff - (list how to make found stuff make state changes)

    Then if they want to actually get a lil side thing on the actual "code" you can put in a template (hopefully more indepth than relics) and just let them read it and observe - example add to above type b) <link here> example of ONE objective with required parameters -

    other thing with the language is for example your SGroup_Condition checker - why would I print anything?? I know its like place holders so that the code shows how to organize it but ummmm. . . What exactly are we doing there?

    just my two yen - cuz its not like I have any sense ROFL

  12. #12
    There's a few ways to modify the game:

    modname\data\art\plug.tga > changes the screenshot logo when a screenshot is taken. I recommend leaving the original logo intact, and put yours beside it picture wise just to ensure you don't possibly break the copyright. I'm unsure though of the possible copyright issue.

    modname\data\art\ui\textures\title_dawn_of_war.tga > This is the mod logo, assumably the same as the My_Logo.tga in function.

    modname\data\art\ui\textures\title_dawn_of_war_black.tga > Same but possibly for the loading screen. Virtually identical to the other one.

    modname\data\art\ui\textures\bg_mainmenu.tga > This logo shows up behind most of the main menu screens.

    modname\data\art\ui\textures\bg_unitcustomization.tga > I'm not too sure, but I think it has to do with coloring on the main screen.

    modname\data\art\fx\front_end_fx\sky1.tga > This changes the colour of the sky on the main screen. Play with it to find suitable results.

    modname\data\art\fx\front_end_fx\sky2.tga > Same as sky1, but play with it for results.

    I hope this helps.

    Creator of the Total War mod.
    Online Stats

  13. #13
    Useful, this is nice information - I took a look at some of the TGA's but never messed around with them. Mind if I upload this to a new section of the wiki (in your name of course) with screenshots? (if you can get the screenshots, even more excelent, as they'd be better then mine ). It'd be, like, an entirely new section (user interface editing, what fun!)

  14. #14

  15. #15
    If you're interested, finally put up the info under this page:

    http://www.relic.com/rdn/wiki/DOWUserInterface

    Here:

    http://www.relic.com/rdn/wiki/DOWUse...rontEndScreens

    Will add some screenshots/source images tonight perhaps, and then get some info on other parts of the UI.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •