Author Topic: Component Texturing Help.  (Read 3824 times)

Offline TommyProductionsInc

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Component Texturing Help.
« on: August 04, 2016, 06:27:14 PM »
I'm having some trouble retexturing wheels. Whenever I change the texture file, the wheels become invisible and n longer have a collision model. Also, I'm trying to make a black axle extender (from DSL 2.2) but it doesn't have a bitmap for me to edit.

Anyone know what's going on?

Offline 090901

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Re: Component Texturing Help.
« Reply #1 on: August 04, 2016, 06:29:52 PM »
which recomp are you using? iirc one of them doesn't work well with wheels or something

axle extenders dont have a bmp because the color is set by a hex code in the gmf

Offline Mr. AS

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Re: Component Texturing Help.
« Reply #2 on: August 04, 2016, 06:35:47 PM »
You're doing the wheels wrong. You didn't say which compiler you used, but I'm going to hazard a guess that you went for dummy's, which is known to not compile wheels correctly. Serge's can compile/decompile pretty much anything you throw at it, as long as the .gmf doesn't have any errors.

Axle extenders don't have a map, and instead have a hex code in the .gmf itself. Play around with the hex codes and see what works. IIRC one of them effects the shine color, and the other effects the color of the extender itself.
How you make Alarm Clock Pizza is:
Step 1: You buy an alarm clock from the store, and then you have to break it and put it in the sauce.
Step 2: Fold the sauce in 5 slices and put it in the dough.
Step 3: Paint the eggs with a pitcher of a clock showing what time you want to wake up and eat pizza for breakfast.
Step 4: Put the eggs in the dough.
Step 5: Make it flat into a round shape and draw the time you want on it.
Step 6: Put some old steel to prevent other peple from stealing it.
Step 7: Make it flat and cut into 60 slices 1 for each minute in 1 our.
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Step 9: If you think it is take to long, then get yor alarm clock and set it to now so that it will ring and you can take it out.
Step 10: Take it out uv the uvin wen it is redy and go to bed. In the morning eat pizza and also eat yor hands bi mistake.


Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #4 on: August 13, 2016, 07:31:28 PM »
Update: The compiler won't work.

When I clicked the download link it sent me to a Google storage thing, containing multiple version of the compiler. I picked the latest on and have now tried to use it, but it didn't work. All it did was erase everything on the GMF file.

Am I doing something wrong?

Offline Trovaner

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Re: Component Texturing Help.
« Reply #5 on: August 13, 2016, 09:34:28 PM »
Are you remembering to use a different file name than the source file when you (de)compile?

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #6 on: August 13, 2016, 09:37:40 PM »
Are you remembering to use a different file name than the source file when you (de)compile?
I didn't know that could be done. How exactly does that work?

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #7 on: August 15, 2016, 12:55:07 PM »
Ok, so I've figured how the decompiling works, but when I do it, the decompiled file type isn't GMF. It's just a regular file. I opened it up with notepad and it looked like a decompiled GMF. However, when I copy-pasted it over the original file and compiled it, I still ended up with an invisible wheel.

Offline Trovaner

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Re: Component Texturing Help.
« Reply #8 on: August 15, 2016, 11:45:31 PM »
Are you getting any errors during the re-compilation process?

Also, what are you copy/pasting? Assuming that you are doing it right, there should always be two files (one compiled and one decompiled GMF) on your filesystem. The compilers do not work if you try to point the source and destination to the exact same file.

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #9 on: August 29, 2016, 02:24:56 PM »
Ok, how so I decompiled and edited the ltdrum from DSL, but upon trying to re-compile it, I got this error message:

Run-time error '5':

Invalid procedure call or arguement


Also, I still don't know how to skin wheels. I have no clue how the compiler for wheels work.

Offline Trovaner

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Re: Component Texturing Help.
« Reply #10 on: August 29, 2016, 08:48:55 PM »
After getting the error, is it giving you an Input File Dump? What usually happens is the compiler will show an error message when you try to compile a file that is formatted incorrectly and will follow it up with another popup containing the data that it wasn't expecting.

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #11 on: September 11, 2016, 07:26:12 PM »
You're doing the wheels wrong. You didn't say which compiler you used, but I'm going to hazard a guess that you went for dummy's, which is known to not compile wheels correctly. Serge's can compile/decompile pretty much anything you throw at it, as long as the .gmf doesn't have any errors.

Axle extenders don't have a map, and instead have a hex code in the .gmf itself. Play around with the hex codes and see what works. IIRC one of them effects the shine color, and the other effects the color of the extender itself.
I clicked the link, but there was a big index of files. I think I might've used the wrong one. Which one am I supposed to use?
After getting the error, is it giving you an Input File Dump? What usually happens is the compiler will show an error message when you try to compile a file that is formatted incorrectly and will follow it up with another popup containing the data that it wasn't expecting.
I don't fully recall. I don't think I got a file dump though, just a dump on my hopes and dreams of getting wheels and drums skinned.

I have NO IDEA how Serge's decompiler is supposed to be used. Could I get a tutorial on that too by chance? :redface:
(That won't stop me though.)

Offline Probably Rob

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Re: Component Texturing Help.
« Reply #12 on: September 11, 2016, 07:49:46 PM »
With the decompiler:

When the program is open, go to the component you want to edit. Double click it so the program pops back up/flashes like nothing happened. That means it's currently working. Now type in a name in the box you want as a placeholder for editing the component

It should give you a confirmation. Now you can edit that name you typed in the box, in Notepad++ or similar. When you've finished editing, go to the compiler, and do the reverse. First you double click the edited named component, then when it pops back up/flashes, double click the component you WANT edited so it compiles your edited version into the now NEW version of your component


Example:

Decompile:

I want to edit A. I open the decompile up. Double click A. Name B in the box. Drag B into Notepad++. Edit things.


Compile:

Open compile up. Double click B. Double click A. Complete

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #13 on: September 18, 2016, 12:13:39 PM »
With the decompiler:

When the program is open, go to the component you want to edit. Double click it so the program pops back up/flashes like nothing happened. That means it's currently working. Now type in a name in the box you want as a placeholder for editing the component

It should give you a confirmation. Now you can edit that name you typed in the box, in Notepad++ or similar. When you've finished editing, go to the compiler, and do the reverse. First you double click the edited named component, then when it pops back up/flashes, double click the component you WANT edited so it compiles your edited version into the now NEW version of your component


Example:

Decompile:

I want to edit A. I open the decompile up. Double click A. Name B in the box. Drag B into Notepad++. Edit things.


Compile:

Open compile up. Double click B. Double click A. Complete
Ok, new issue:

I did everything as required. I decompiled Name B or whatever, but it's no longer a gmf. It's just a regular old file. I can't compile it anymore. I opened it up on notepad and copy-pasted it over a blank copy of the gmf file and tried compiling it as specified in your instructions, but it ended up being blank.

Offline Probably Rob

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Re: Component Texturing Help.
« Reply #14 on: September 18, 2016, 12:18:56 PM »
When decompling, don't rename the '.gmf' part, only the name before the dot. Alternatively, you can add '.gmf' after typing the name you want (during the decomp phase). Try again, and see what happens

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #15 on: October 01, 2016, 05:27:51 PM »
Ok, I found the problem: The thing I downloaded is only capable of decompiling files. There's no compiling option on mine. 

HALP! I have a Timmy replica and an upcoming Scrap Daddy LW55 coming up but I need HALP!

Offline Probably Rob

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Re: Component Texturing Help.
« Reply #16 on: October 01, 2016, 05:40:41 PM »
No compiler? Did you use this one?

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #17 on: October 18, 2016, 09:15:31 PM »
No compiler? Did you use this one?
Yeah. He provides a link to a list of versions and I don't know which one to use.

Offline 090901

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Re: Component Texturing Help.
« Reply #18 on: October 18, 2016, 09:30:00 PM »
No compiler? Did you use this one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
I mean, you usually use the newest version of things, don't you?

Offline TommyProductionsInc

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Re: Component Texturing Help.
« Reply #19 on: October 19, 2016, 07:49:46 AM »
No compiler? Did you use this one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
I mean, you usually use the newest version of things, don't you?
Yup. And the one I downloaded had no compiler. Just the decompiler.