Weapon color change question

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posted on August 15th, 2011, 4:42 pm
Terra_Inc wrote:if you don't get it to work, just ask for help! There are many around here (including me) who know what they're doing and would be willing to show you exactly how it is done.  :thumbsup:
Thanks for the link man, good to know that people appreciate one's work even if it isn't a flashy A2 mod.  :blush:


I could use some direction, no doubt. Thank you for the offer. :)

All I did was take the K'tinga's disruptor texture and turn it red using gimp, I saved it under a new name then applied it to the k'tinga's weapon odfm when the disruptor fired in game, the game instantly crashed. I left out alot of steps didn't I? I looked at the guide for help but I coulden't seem to find directions on how to do it. I also do not have milkshape or anything of the sort, so if it goes any more complicated then gimp and text file changes, I'm kinda screwed.
posted on August 15th, 2011, 4:45 pm
Did you put the texture name in the odf or make a sprite entry?
posted on August 15th, 2011, 4:50 pm
I think I just put the texture name in the odf. I didn't mess with anything in the sprite folder
posted on August 15th, 2011, 4:55 pm
It needs a sprite entry. The default Klingon odf entry "weapon_disruptorflare", would link to the fleetops.spr sprite file:
weapon_disruptorflare weapon_disruptorflare 0 0 128 128 @anim=tex4x4


The first weapon_disruptorflare is the sprite entry for the odf, the second is the texture name.
posted on August 15th, 2011, 5:25 pm
Oh, ok, so that is all that I need to do?

I should ask before I forget. How did you put the mk2 texture ingame? Especially with the changed nacelles? I want to keep the regular texture but change the nacelles to cyan color.

Also, I sent you the texture, was that the only one you needed?
posted on August 15th, 2011, 5:47 pm
Last edited by Tyler on August 15th, 2011, 5:50 pm, edited 1 time in total.
That should work, just be careful about spelling mistakes and put the line in the correct section of the sprite file (search for the original name and it should take you there).

I just opened the textures, copied the glowy section of the nacelles over the Mk2 version and then copied that over the original and saved. You'll also need to either delete the smaller versions or repeat the process for each low-quality texture.

That was why I asked for the original; i forgot to make a backup. That was the one I needed, since I deleted all lower-quality textures.
posted on August 16th, 2011, 1:06 am
It worked! Thank you. The only problem now is when the beam hits, it is still green. But I don't know where the disruptor hit texture is, I poured over the texture file with no luck.

My K'tinga overhaul project will have upgrade systems to it like the rhienn, my plan is for there to be two upgrade options. The standard will be just the way it is, then will be the Kohlar refit, which will use the mk2 hull with green nacelles, and the last will be the "insert name here" refit with standard hull and cyan nacelles. How would I use all the textures in game?
posted on August 18th, 2011, 1:26 am
...I figured out that the impacts are sods, so I'm screwed considering I have no modelling program. But what about using the multiple textures in game?
posted on August 18th, 2011, 9:01 am
JR_109 wrote:...I figured out that the impacts are sods, so I'm screwed considering I have no modelling program. But what about using the multiple textures in game?

If I understand you correctly, you want BOTH of them in your game at the same time? Then you'll need to copy the SOD file, hex edit it to change the texture strings and then write a new set of ODFs for the new ship.
posted on August 18th, 2011, 9:04 am
Terra_Inc wrote:If I understand you correctly, you want BOTH of them in your game at the same time? Then you'll need to copy the SOD file, hex edit it to change the texture strings and then write a new set of ODFs for the new ship.


Ok, thank you...That doesn't sound too hard I don't think. What is a hex edit though? Actually, this is going to be hard. When it comes to modding I'm new and not exactly the fastest learner out there.
posted on August 19th, 2011, 7:24 am
I now have a hex editor, and am more confused then ever...
posted on August 19th, 2011, 8:09 pm
JR_109 wrote:I now have a hex editor, and am more confused then ever...


The texture names are contained within the SOD file, and you can simply open a SOD file with Notepad for example and search for the texture names. Most of the file will be unreadable gibberish, but the texture names and prefixes are always readable. So if you had a Shrike class and you had textures named rshrike1 and rshrike2 for example, you'd have to search for these names within the file and change them to, say, rshrike3 and rshrike4. Please note that the names need to have the same length, so replacing kbrel1 with kbirdofprey1 will not work. Just save it and you're done.
posted on August 20th, 2011, 12:25 am
Ok, I did it, but the texture names were kli_ktinga and i switched it to kli_ktingamk2. It's going to mess up isnt it?
posted on August 20th, 2011, 12:36 am
Well, it probably won't work online.
posted on August 20th, 2011, 2:24 am
I'm not really worried about that, I'd only use the stock FO version for online play. I just want it to work in my mod. Also, did you change the glows from green to cyan? if so, the letters are different in numbers, that will also have an effect as it moves those weird little symbols right?

I'm really sorry for bugging ya'll. If I'm successful on this I'll try to right down my process so people can just look at that instead of pulling 20 questions on modders like I am.
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