Posted: Sat Mar 25, 2017 7:20 pm Post subject: Extracting sprits that are 32bit
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
Posted: Sun Mar 26, 2017 10:03 pm Post subject: Re: Extracting sprits that are 32bit
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?
Posted: Mon Mar 27, 2017 10:35 pm Post subject: Re: Extracting sprits that are 32bit
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.
Posted: Tue Mar 28, 2017 11:56 am Post subject: Re: Extracting sprits that are 32bit
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:
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.
Posted: Wed Mar 29, 2017 9:46 am Post subject: Re: Extracting sprits that are 32bit
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.
Posted: Wed Mar 29, 2017 6:05 pm Post subject: Re: Extracting sprits that are 32bit
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?
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