Extracting sprits that are 32bit
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Close Combat Series -> Modding Workshop

#1: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sat Mar 25, 2017 7:20 pm
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i am trying to merge PitF with GtC vehicles. i merged tanks, guns, wrecks azp files with the help of the RtB tool. that worked so far.

the problem i am encountering now is that i cant extract the shadows.azp with the RtB tool, i now have to rely on the CC2Spriter wich doesnt suppoert 32 bit Sprites
IS there another tool or am i using it wrong?


Last edited by TWJunky on Sat Mar 25, 2017 11:12 pm; edited 1 time in total

#2: Re: Extracting sprits that are 32bit Author: mick_xe5 PostPosted: Sat Mar 25, 2017 7:35 pm
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Use CCMunger.

#3: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sat Mar 25, 2017 9:41 pm
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thanks, extracting worked, but i cant repack them with ccMunger.

#4: Re: Extracting sprits that are 32bit Author: mick_xe5 PostPosted: Sat Mar 25, 2017 10:01 pm
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It would help to know what changes you made to the unpacked Shadows file. If I had to guess I'd say you may need to edit AZPDATA.TXT which is the inventory file CCMunger uses.

#5: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sat Mar 25, 2017 10:11 pm
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i extracted both shadows.azp from PitF and GtC. i then merged the two sets of files and now want to repack them into one azp file. my objective is to make all PitF vehicles available in GtC.

#6: Re: Extracting sprits that are 32bit Author: ScnelleMeyer PostPosted: Sun Mar 26, 2017 11:02 am
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IIRC to repack CCMUNGER have to stay open after unpacking the archive, then make changes - edit the AZPDATA.txt as mick_xe5 said, add more shadows or whatever, then repack.

#7: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sun Mar 26, 2017 5:26 pm
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thanks a lot ScnelleMeyer that worked. A lot more comlicated than the good old RtB Tool but i guess thats what we have to work with now.

So far i have edited and repacked:
Tanks
Guns
Wrecks
Shadows

what else do i need to edit and repack to see my new units in game?

#8: Re: Extracting sprits that are 32bit Author: mick_xe5 PostPosted: Sun Mar 26, 2017 7:03 pm
    —
AlsTeams
AxsTeams
UnitStructure
FPools
Weapons
Vehicles

#9: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sun Mar 26, 2017 10:03 pm
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so therfore i am done with the GRAPHICS folder and kann move on to the workbooks? what about the LOCALFX, is anyhting vehicel sprite realted in there? like fireing animations etc or are all those generic?

#10: Re: Extracting sprits that are 32bit Author: ScnelleMeyer PostPosted: Mon Mar 27, 2017 10:35 pm
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Well you will need to check in the data that sound cues for weapons are correctly referenced to a sound cue. If you need or want to add more sounds you will need to open and edit sound.sfx or music.sfx.

Effects file - just keep the one from the game you like best - it contains explosion graphics and muzzleflashes etc.
FT is flame graphics - I see no need to change this.

#11: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Tue Mar 28, 2017 11:56 am
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Thank you ScnelleMeyer. But now i am encoutering probelms with the files that i extracted and repacked with RtB tool (Tanks). Shadows on the other hand look just fine ( i used ccmunger for those). so i guess the rtb tool doesnt do the job proper anymore.

The thing is, that when i trying to repack the tanks azp with munger its giving me an error rebuilding TEX file hull and a error TEX file turret.
i did everthying according to your instructions above. That worked great with shadows.azp.

Comparing the extracted tanks and shadows archives, I see that there is a second txt file called Texdata in the extracted Tanks.azp folder.

I already tried copying the coresponding texdata line fom one to the other, but that didnt work either. IT appears to me that there is are some differences in format when i look at the structure:

Here and example:

From PitF

aM10Wolverine2_norm_hull_but.tex
0
17
16, 28, 16, 28
16, 26, 16, 26
16, 23, 16, 23
14, 26, 14, 26
14, 25, 14, 25
13, 28, 13, 28
13, 28, 13, 28
14, 29, 14, 29
14, 30, 14, 30
16, 29, 16, 29
16, 30, 16, 30
17, 29, 17, 29
19, 30, 19, 30
18, 28, 18, 28
19, 28, 19, 28
17, 27, 17, 27
19, 25, 19, 25

The GtC Texdata:

aM10Wolverine2_norm_hull_but.tex
0
1
16, 30, 16, 30

#12: Re: Extracting sprits that are 32bit Author: ScnelleMeyer PostPosted: Tue Mar 28, 2017 5:08 pm
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Quote:
aM10Wolverine2_norm_hull_but.tex
0
17
16, 28, 16, 28
16, 26, 16, 26
16, 23, 16, 23
14, 26, 14, 26
14, 25, 14, 25
13, 28, 13, 28
13, 28, 13, 28
14, 29, 14, 29
14, 30, 14, 30
16, 29, 16, 29
16, 30, 16, 30
17, 29, 17, 29
19, 30, 19, 30
18, 28, 18, 28
19, 28, 19, 28
17, 27, 17, 27
19, 25, 19, 25

The GtC Texdata:

aM10Wolverine2_norm_hull_but.tex
0
1
16, 30, 16, 30


Texdata entries should match whats in the .tex files. - In Pitf they contain 17 images although only the first image is actually used by the game. - So tex data need to refelect this number.
GtC contain just 1 image thats why you see the difference.

I dont know if GtC will accept a tex file with 17 images in it. You could try unpacking a tex from Pitf and delete the 16 last images and edit texdata entry to reflect this (Copy the layout from GtC).

I take it you updated the entry counter in the first line.

You need to use CCMunger for PITF and GTC in my experience.

#13: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Wed Mar 29, 2017 9:46 am
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did everything according to your instructions, but I also had to change the values of line 3 from 17 to 1 and that ended up working. I guess line 3 was the counter for the ammount of tex in the folder. the probelm I got now is that the unit isnt shwoing up in game. so i guess the data table doesnt know where to look for the texture? how do i find out the where and under what titel the new texture is saved under?

btw the unit is in a BG, I edited the datatables accordingly.

#14: Re: Extracting sprits that are 32bit Author: ScnelleMeyer PostPosted: Wed Mar 29, 2017 4:36 pm
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Sorry I didnt state that you needed to change the 17 to a 1, but I thats what I meant with :
Quote:
So tex data need to refelect this number

Cool that you figured it out.

Like mick said: To see the new vehicle in game you need to edit it into Vehicle.txt and Alsteams or Axsteams, Forcepools and Unitstructure.

#15: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Wed Mar 29, 2017 5:04 pm
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no worries ScnelleMeyer! you helped a lot! thx again.

the probelm is now that the wrong textrue is used:
Its a sdkfz and not a luchs


https://imageshack.com/i/poAG04Jsj


Edit:
I found the probelm in the axsteams (wrong class number).
Isnt she a beauty ;)

https://imageshack.com/i/pn1DFs43j

#16: Re: Extracting sprits that are 32bit Author: mick_xe5 PostPosted: Wed Mar 29, 2017 6:05 pm
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Do AxsTeams columns AH-AO point at the correct Vehicle file class # (column D)? And does that vehicle class point at the correct Hull Graphic Name and Turret Graphic Name (gPzIILuchs assuming you didnt change the PITF nomenclature) in the modded Tanks AZPDATA file?

#17: Re: Extracting sprits that are 32bit Author: ScnelleMeyer PostPosted: Wed Mar 29, 2017 6:35 pm
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Good work TWJunky - looking good!

I re-made some of the Pitf vehicles and ported  vehicles&guns from GtC a few months back too.

Here is my re-made Luchs version with camo - Tell me if you want the graphics for hull and turret.



luchs-2.png
 Description:
Luchs
 Filesize:  3.95 KB
 Viewed:  14319 Time(s)

luchs-2.png



#18: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Wed Mar 29, 2017 9:25 pm
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@mick_xe5: yey thats exactyl where I made my mistake! tanks for pointing me in the right direction!

@scnelleMeyer: hell yes, please send that texture, it looks great! Do you have more textures of the same
quality? if you do i would really like those as well Smile

#19: Re: Extracting sprits that are 32bit Author: mick_xe5 PostPosted: Wed Mar 29, 2017 9:52 pm
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You've overcome the 2 most common errors in modding CC - maintaining file format and inter-file dependencies. Good luck with your mod!

#20: Re: Extracting sprits that are 32bit Author: TWJunky PostPosted: Sat Apr 01, 2017 10:10 am
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when editing a texture using paint.net should i save the new texture using RLE kompression?



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