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How can I replace a texture on the "Static Object"? - Printable Version

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How can I replace a texture on the "Static Object"? - Makiavel - 01-02-2011

Perhaps the question is stupid, but I'd really appreciate the help.
Can I replace, for example, the texture of the default castlebase wall?
I mean, can I have an object with the same model in the editor, but with the different texture?


RE: How can I replace a texture on the "Static Object"? - DIGI Byte - 01-02-2011

no, you have to
> open the static object folders up
> create a new folder inside static objects, called "my objects" or something else that you can recognize
> copy the model and textures over into your new folder
> go into the model editor that comes with the tools
> changes the textures there, you'll need to edit the material for it too as well as rename the texture files and material name


RE: How can I replace a texture on the "Static Object"? - Makiavel - 01-03-2011

Thanks. But there is some kind of problem, or I just do not understand something: I copied these files from the redist\static_objects\castlebase\wall into the folder I created: (files for the default castlebase wall)
Castlebase_wall.dds
Castlebase_wall.mat
Castlebase_wall_spec.dds
Castlebase_wall_nrm.dds
default.msh
default.dae

I edited the Castlebase_wall.mat, so it has the texture I want now.
I tried to look into the folder through the model editor, but it seems to only open .ent files.

What am I doing wrong?


RE: How can I replace a texture on the "Static Object"? - Frontcannon - 01-03-2011

(01-03-2011, 09:19 PM)Makiavel Wrote: Thanks. But there is some kind of problem, or I just do not understand something: I copied these files from the redist\static_objects\castlebase\wall into the folder I created: (files for the default castlebase wall)
Castlebase_wall.dds
Castlebase_wall.mat
Castlebase_wall_spec.dds
Castlebase_wall_nrm.dds
default.msh
default.dae

I edited the Castlebase_wall.mat, so it has the texture I want now.
I tried to look into the folder through the model editor, but it seems to only open .ent files.

What am I doing wrong?

Maybe load the castlebase object of which you modified the texture!


RE: How can I replace a texture on the "Static Object"? - Makiavel - 01-03-2011

What you mean, load? Into the model editor or into the level editor? Or here?
I'm trying to modify the default castlebase wall, but I don't know how to open the model file itself.


RE: How can I replace a texture on the "Static Object"? - DIGI Byte - 01-03-2011

you need to open the model (.ent) into the editor, and select the mesh with the texture, and under material, change it too your one, or else it will use the original .mat file


RE: How can I replace a texture on the "Static Object"? - Makiavel - 01-04-2011

Wait, don't static objects have their models in .dae format?
I tried to do what you told me with the entity, since their models are in .ent format and I can open them with model editor. I copy the files, changed the material in the model editor (in model editor it looked just the way I want), but when I try to use the entity in the level editor or the game, I see the original texture. And when I open the model in model editor again, I see the original texture and the "material" field is empty.


RE: How can I replace a texture on the "Static Object"? - DIGI Byte - 01-05-2011

are you loading your custom model into the level editor? did you rename the models too?


RE: How can I replace a texture on the "Static Object"? - Makiavel - 01-05-2011

Yes, I loaded my custom model into the level editor, so there are two same models there now (since I failed to change the texture of the costume model). By loading I mean, that I pressed the "refresh" button under the entities list, and then saw the custom model in the sub-category (folder) I created.
But what exactly about renaming? Should I rename copied files in the explorer, or is it something else? I still don't understand.


RE: How can I replace a texture on the "Static Object"? - DIGI Byte - 01-05-2011

yes, rename them in explorer. Names should be unique so there are no conflicts.

how is it looking now that you renamed them?
double check your mat file and the ent file to be sure everything is ok