Author Topic: Change texture groups to .p file  (Read 6251 times)

sword

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Change texture groups to .p file
« on: 2007-11-30 18:58:55 »
I am having a problem. I've got this part I need to put on the
head of a battle model, but it
doesn't show up because it's a texture file and the eyes screw it up. So is there a way to change a texture group into a regular .p file?
(this is my first posting with the inernet channel onn my Wii so exscuse me if it's akward.

squeeble

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Re: Change texture groups to .p file
« Reply #1 on: 2007-11-30 21:38:31 »
uh I checked my old tutorial, read the first part about setting the texture up then the next one that says [STEP 3: CONVERTING FOR GAME USE].
If I understand correctly what your problem is your saying you replace the old texture with your new one and it removes the old one and makes things all screwy, what I think you need to do is in the tutorial where it says rename the .tex gqac, you would want to make it a whole new texture by renaming it gqad, then setting the texture number in Pcreator to 2.
What might be better is if you could put up a few screenies, and explain exactly what you need if this doesn't help.

tutorial here

squeeble

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Re: Change texture groups to .p file
« Reply #2 on: 2007-12-06 00:25:07 »
*bump*

Sorry for the early bump but I'm curious if this helped or not?

sword

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Re: Change texture groups to .p file
« Reply #3 on: 2007-12-06 11:01:25 »
Uh, right.
This didn't quite help.
The ideas this. Whenever you import something through Pcreator it's turned into on big texture group. In battle, when combined with the head the new part glitches because of the texure of the eyes. Can I fix this?

squeeble

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Re: Change texture groups to .p file
« Reply #4 on: 2007-12-06 20:47:20 »
Show me a screen shot of what you mean and I should be able to help you, and tell me what file exactly it is your replacing.

sword

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Re: Change texture groups to .p file
« Reply #5 on: 2007-12-07 11:01:12 »

Not quite the same model I'm having trouble with, but the same problem.
Look at Tails. More exact, the head. Kimera automattically combines added .p files on battle models into a single file. Because it's one big texture group, the face has textures for the eyes, and it's colored, it glitches like so.
« Last Edit: 2007-12-07 11:02:54 by sword »

squeeble

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Re: Change texture groups to .p file
« Reply #6 on: 2007-12-08 21:09:44 »
So the head is two separate pieces, which you combined in kimera? If thats it I know exactly what you would need to do, but it requires me to do stuff which I can't normally be bothered to do, so I'll wait for you to confirm before I go ahead.

P.S I'll be starting work tomorrow so sorry if I'm slow to reply.
« Last Edit: 2007-12-09 05:47:12 by squeeble »

sword

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Re: Change texture groups to .p file
« Reply #7 on: 2007-12-09 09:58:20 »
Exactly. Do you want me to PM you the model?

squeeble

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Re: Change texture groups to .p file
« Reply #8 on: 2007-12-15 00:41:02 »
Ah I've had a long week without any internet, and just checked the forums, I won't need the model, but I've gotta go out so I'll write you up a help guide either tonight, or tomorrow.

*EDIT*

One last thing I need to check.
Quote
Because it's one big texture group, the face has textures for the eyes, and it's colored, it glitches like so.
What do you mean by one big texture group, as in what is the one big texture group of, and do you mean the eyes are textures but the body is vertex coloured?
« Last Edit: 2007-12-15 23:22:05 by squeeble »

sword

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Re: Change texture groups to .p file
« Reply #9 on: 2007-12-16 10:34:32 »
I'm sorry, I should have made this clearer.
As you know, most parts of an FF7 model (let's use Cloud's normal field model for our example) aren't meant for texturing. For Cloud, only 3 spots on his face are "texture groups" which are use to texture his eye's and mouth.
Now when a model is ran through Pcreator it's turned into one big "texture Group". It can be colored in Kimera however, for battle models, Kimera automatically combines all groups into one .p file. Because the part is put on the head it's now using the textures from the head to texture itself. But since it's colored it creates the effect you see in the picture.
Hope that clears it up.

squeeble

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Re: Change texture groups to .p file
« Reply #10 on: 2007-12-21 12:10:36 »
Actually you can have multiple parts of a model and different texture groups in Pcreator, example you import clouds head in 2 parts(his hair and his face)first you would import the face then the hair, you would select the face from the drop down menu then go file and set texture group, and make that number 0, which would be "rtac".
Then select the hair and set it's texture group to 1 "rtad".
That way when you export the .p file it exports the merged objects as one, but it has separate material files "rtac" and "rtad".

The easiest solution to your problem (if your good in max) would be to simply take both texture files and merge them together, then go into max and redo the UV maps so everything fits, then you can run everything through Pcreator once, and you should be set.

It's after midnight at time of writing but I'm positive this should fix your problem, that and I work all week now so I'll only be on the forums on the weekends very shortly. Hope this helps.

sword

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Re: Change texture groups to .p file
« Reply #11 on: 2007-12-21 13:02:22 »
Ha, it worked!
Took a bit of trial and error, but I got it.
Thanks for the help squeeble.

squeeble

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Re: Change texture groups to .p file
« Reply #12 on: 2007-12-21 21:09:31 »
Not a problem :-)