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Help .dds Into Utx


hu3hu3
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I need help to fix (input) some textures in .UTX and from .UTX to armorgrp.dat

I've downloaded some files from an armor and it is in .DDS extension,i've tried to make .utx files using UEngine but without success,if anyone can help me

I'm using INTERLUDE client

 

I don't know what is correct to put into diffuse,opacity,specular,specularity mask etc

This is a print from .utx that i tried to make

tex.png


**NOTE: My files that i've downloaded have only _ori and _sh files

 

Must create new shader like:

"MDwarf_m002_t1006_b_sh"


for a boots


When create new shader.I think in order is:

 

Diffuse: _ori files
Opacity _ori files again (same file as diffuse)
specularity: empty
specularity mask: _sp files

And finally,create an "finalblend" file "MDwarf_m002_t1006_b"
 

Save>done ?

And what about armorgrp ? (with this one i have -∞ experience)

 

Thanks in advance.

 

 

*Sorry if bad english

Edited by hu3hu3
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What is exactly your problem? You need help with the creation of the .utx or editing the armorgrp.dat?

 

Be more concise and I'll try to help :)

Edited by Ikeryn
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you dont need the make a final blend

 

specular = panner/env

specular mask = _sp

So at UEngine just need to create an shader,put in this order:

 

Diffuse: _ori files

Opacity _ori files again (same file as diffuse)

specularity: empty

specularity mask: _sp files

Need to set "opacity" ?

 

And for this "part" of set like (boots) it's done ?

 

Print from my files as example

 

example.png

 

_ori and _sp files

 

My second try seems fully wrong lol

 

lolbug.png

 

At this print from above,i used this:

 

Created an shader,put _ori on diffuse and opacity,_sp to specularity mask,and created an FinalBlend using _sh as material

Edited by hu3hu3
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example

I have about 30+ folders (MFighter,MMFighter,FFighter...) and only 2 of them (two folders) have "TexEnvMap95_ori" and other have "TexEnvMap98_ori"

 

TexEnvMap can be same for all folders ? i mean all files ?

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texenvmap is a class, view the properties for the env map to see which texture it uses

I've found another SET like but,but this one have another colour,so i saw that in this SET files that they use like this:

 

texfile.png

 

 

Is the same set,but only another colour,they use the same "texenvmap95_ori" for Gloves only FFighter

 

And when looking for FDarkFighter they use TexEnvMap98 with TexEnvMap98_ori for boots,like this one above,but for boots ,for dwarf they use TexEnvMap99 << this one i don't hold on my files LOL

 

-------

 

I can extract the all TexEnvMapNUMBER_ori and create new one "TexEnvMapNUMBER" for my set ?

 

Or TexEnvMapNUMBER_ori they are "conected" to the colour of a SET ?

 

For each class...i mean FHuman,MHuman....FDark....they use only 1 time...for GLOVES or for boots,don't have TexEnvMap for others parts,i mean for upBody or LowBody,this is a correct way to say ?

Edited by hu3hu3
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depends on the armor you're editing.. a lot of the times official textures dont include specular maps for boots/gloves

 

i'm assuming you are editing epic set because thats the only one i can think of that uses multiple envs for different races. you don't have to do that if the armor is the same theme/color for all races.

7618d801a9.jpg

 

in this case, texenvmap95 uses texenvmap95_ori which is in 'gloves' group/package whatever you want to call it. you can name it whatever you want. _ori is just what ncsoft uses to organize their files or _mk or _sp or _si etc

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depends on the armor you're editing.. a lot of the times official textures dont include specular maps for boots/gloves

 

i'm assuming you are editing epic set because thats the only one i can think of that uses multiple envs for different races. you don't have to do that if the armor is the same theme/color for all races.

7618d801a9.jpg

 

in this case, texenvmap95 uses texenvmap95_ori which is in 'gloves' group/package whatever you want to call it. you can name it whatever you want. _ori is just what ncsoft uses to organize their files or _mk or _sp or _si etc

Yeah...it's "Epic Dark Knight - CriticalError" i don't know why this guy post it in .DDS only instead .utx

 

I'll try to extract all texenvmap_ori from the same set (another colour) and try to "MIX" it into UTX

 

Also i think i'll need to change textures colours of TexEnvMap_ori

 

 

Another colour SET

 

Textura_1.png

 

This is the same texture above,found at SET PACK (DARK'S one)

 

Textura_2.png

 

What effect is this ? I mean,how i can do the same if i only had the first image ?

Edited by hu3hu3
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you edit it the texture with photoshop

 

you don't need to repack all of it.. epic armor has been around for a long time and you can find many shares on it

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you edit it the texture with photoshop

 

you don't need to repack all of it.. epic armor has been around for a long time and you can find many shares on it

I need this one,he have BLACK textures,like "Black Dark Knight" you know ? Not purple or red,fully dark

 

I can't find it until today,already packed,if u can help me to find it i'll appreciate

 

I'll try to find it again...

 

 

--------------

Update:

 

I've exported all files from another pack...changed colours in photoshop,import to UEngine,created shader,texenvmap,finalblend,all done

 

When i open the game (pawnviewer) and try to use any part of set,client just broken a critical error LOLOLOLOLOLOLOL

 

 

UPDATE 2:

 

GOT THIS ****************** working :D

Edited by hu3hu3
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