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Material problem - dasde - 07-25-2011

Hello again

I have this servant_brute I want to change the color of. What I have done so far is.

Downloaded the DDS tools from Nvidia for Photoshop
Opened "servantbrute.dds" and used "Hue and Saturation" on it to make it blue.
After that I saved it in .dds DXT3 or 5 (can't remember right now)
I opened up "servantbrute.mat" and changed the diffuse to my new .dds and saved it.
Now when I open the servant_brute in a "ModelView.exe" nothing happens, It still has the old texture.

I don't know what is causing this and is asking for your help.

Thanks


RE: Material problem - xtron - 07-25-2011

Open it in Materialviewer again and see if it's changed.


RE: Material problem - dasde - 07-25-2011

(07-25-2011, 02:39 PM)xtron Wrote: Open it in Materialviewer again and see if it's changed.

It has changed.


RE: Material problem - xtron - 07-25-2011

hmm...did you create a completly new folder adding the required files for the monster THEN changed the material etc?


RE: Material problem - dasde - 07-25-2011

(07-25-2011, 04:00 PM)xtron Wrote: hmm...did you create a completly new folder adding the required files for the monster THEN changed the material etc?

I copied the folder, renamed the .ent file so I could find it in the editor, and then changed material file.


RE: Material problem - DRedshot - 07-25-2011

make sure you
1. copied the entire servant_brute folder,
2. paste it into the enemies folder
3. rename the new folder to eg: "servant_bluebrute"
4. rename all of the contents to "servant_bluebrute.xxx" - be careful not to overwrite the suffixes on the .dds files!
5. open material editor, assign the correct .dds files
6. open in model editor, check how it looks, maybe cange some user defined varables.


RE: Material problem - dasde - 07-25-2011

(07-25-2011, 10:03 PM)DRedshot Wrote: make sure you
1. copied the entire servant_brute folder,
2. paste it into the enemies folder
3. rename the new folder to eg: "servant_bluebrute"
4. rename all of the contents to "servant_bluebrute.xxx" - be careful not to overwrite the suffixes on the .dds files!
5. open material editor, assign the correct .dds files
6. open in model editor, check how it looks, maybe cange some user defined varables.

Still the old texture Sad


RE: Material problem - DRedshot - 07-25-2011

Hmm. sorry then, i tried to do this a few months ago, and had the same problem. I think (but not certain) that the texture is assigned at the modelling stage - ie: the only foolproof way of changing the texture is by opening it with Maya and creating a new .dae with the blue texture mapped. But hopefully someone can prove me wrong, because that is a very awkward way to do it also Maya is expensive unless your a student (search for autodesk there is some info about free software for students).

have you tried opening model editor, clicking on the brute mesh, and at the tab at the right changed the material to your custom material?


RE: Material problem - dasde - 07-26-2011

(07-25-2011, 10:53 PM)DRedshot Wrote: Hmm. sorry then, i tried to do this a few months ago, and had the same problem. I think (but not certain) that the texture is assigned at the modelling stage - ie: the only foolproof way of changing the texture is by opening it with Maya and creating a new .dae with the blue texture mapped. But hopefully someone can prove me wrong, because that is a very awkward way to do it also Maya is expensive unless your a student (search for autodesk there is some info about free software for students).

have you tried opening model editor, clicking on the brute mesh, and at the tab at the right changed the material to your custom material?

Okay, it changes the texture in the ModelEditor, but when I save it so I can't view it in "ModelView.exe" or the level editor without showing the old texture.

Cheers.


RE: Material problem - Acies - 07-26-2011

I just did it without any issues. Can view it in modelview.

Process:
1. Copy and paste the brute folder somewhere within entities.
2. Open the servantbrute.dds
3. Change it.
4. Save it (saved it in dxt1). Have used this one by habit but noticed it was not the correct one to use.

There is actually no need for renaming of sorts.

You may notice that if you open the .ent file you have copied the grunt still has the default skin. This is because this .ent file still refers to the original grunt.

5. Open ModelEditor.
6. File --> Import mesh.
7. Import the .dae file located in your new blue brute folder.
8. Settings --> User defined variables --> Make it a grunt
9. Settings --> Animations --> Add all of the animations
10. Save the new .ent file.