Author Topic: Multiple Textured MDLs on battle models?  (Read 6854 times)

BloodShot

  • *
  • Posts: 687
    • View Profile
Multiple Textured MDLs on battle models?
« on: 2010-03-22 00:57:18 »
Is there any way to combine two seperate models with their own textures or something for battle models like you can with field - like, if i wanted to use millenia's buster sword with

APZ's cloud - is it possible with kimera somehow. Whenever i try adding the texture it just puts it over the whole model and screws it up.

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #1 on: 2010-03-22 01:01:55 »
In PCreator open the file and set which texture ID you want it to use.

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #2 on: 2010-03-22 02:02:17 »
In PCreator open the file and set which texture ID you want it to use.

Would that work for kimera as well?

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #3 on: 2010-03-23 00:30:24 »
I tried PCreator and i couldn't get it to open the battle hrc and kimera refuses to allow multiple textures other than what the modeler originally specified.

I tried to use a hex editor to change the number of textures allowed but i had absolutely no idea what to do with it, or even if the HRC was the right file to do it in.

I really wanna get Millenia's buster sword on APZ's cloud - but i can't figure out how to do this.

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #4 on: 2010-03-23 00:37:58 »
you might need to use biturn first and convert them to .3ds files.  Then open the 3ds file in PCreator and set the texture ID.  Sorry for the bad info earlier, it's been a little while since I messed around with all the programs

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #5 on: 2010-03-23 02:05:09 »
Don't mean to sound a little stupid - but do i have to convert only the battle skeleton file to .3Ds or every single piece, including the .p files?

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #6 on: 2010-03-23 03:14:33 »
No idea.  Experiment and post back your results.

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #7 on: 2010-03-23 21:15:24 »
Ok i converted the hrc file to .3Ds and opened it, but it was just his butt piece so i converted others and i can open the parts in PCreator but i still don't know - how (or where) would you go in Pcreator to set the number of textures? I don't see any option for textures other than Edit > Textured and Texture ID but both are grayed out.

EDIT: Wow, do i feel stupid. I just found out that in the latest kimera i can assign different parts to different texture ID's - looks like my problem is solved.
« Last Edit: 2010-03-23 21:23:10 by bloodshot »

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #8 on: 2010-03-23 23:14:34 »
now i have a new problem, when i assign the texture IDs to the right ones so it looks fine in the editor i load it up and its as if i never even did it, the swords and other modified parts trying to use the wrong textures.

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #9 on: 2010-03-24 01:25:25 »
Since it appears you tried to help yourself...

Convert all the swords into .3ds using Biturn.    Use your favorite 3d Modeling program and make sure extra vertices were not created in the process... if so.. weld them.   
Open PCreator
Options
√ Battle Model
√ Texture Files
File
Open (your desired file)
Click 9th button from left
Find drop down box, select your object so it now is colored red
File
Open Bitmap (select your bmp)
To correct UVs
View
√ Flip Y

Now then
Edit
Texture ID

ID 0 ends in AC. 1 ends in AD.  2 in AE.  ETC ETC ETC ETC

So, depending on which texture slot you want to use (ac, ad, ae, af...) select that corresponding Texture ID.

Also, you better double check the UVMap while you have it opened in your 3D program.



Millenia

  • *
  • Posts: 244
  • wireframe
    • View Profile
    • My portfolio
Re: Multiple Textured MDLs on battle models?
« Reply #10 on: 2010-03-24 18:38:39 »
Weird; my sword should work with apz's cloud just fine since I specifically made it to work with it (using the same setup myself :/)

titeguy3

  • *
  • Posts: 1283
  • A jack of all trades
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #11 on: 2010-03-24 18:48:15 »
Weird; my sword should work with apz's cloud just fine since I specifically made it to work with it (using the same setup myself :/)
Is *that* what this thread is about??

I've got your buster sword working with APZ's cloud just fine. I don't see why it wouldn't work as it's just a matter of injecting the files into battle.lgp. Just extract battle.lgp, throw in the Apz Cloud files, overwriting the default ones, then throw in Millenia's weapon files, overwriting apz's ones, recompile and bam!

« Last Edit: 2010-03-24 18:50:09 by titeguy3 »

BloodShot

  • *
  • Posts: 687
    • View Profile
Re: Multiple Textured MDLs on battle models?
« Reply #12 on: 2010-03-24 21:33:26 »
Ok i got it working - turns out there were two rtad texture files, one as a .tex and one with no file extension - the one without the file extension was 1 kb so i deleted it and reassigned it in kimera and it works  :)