gametechmods

Robot Arena => General Support => Topic started by: NFX on November 01, 2010, 11:32:09 AM

Title: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: NFX on November 01, 2010, 11:32:09 AM
Well, more specifically it's the DSL Bar I'm having problems with.
 
To start with, I copied the DSL bar 40x120 GMF into a new folder, and created a new .txt file for it (It's called "techbar" at the minute), and ran RA2 just to check it was there. The new component was in there, looking the same as the normal 40x120 DSL bar, with my edited Component Name and Description. I noticed that there wasn't a map for the DSL bar components, but I didn't think that would be too much of a problem.
 
I followed Sage's video tutorial, I used Dummy's GMF Decompiler (fixed by Megabyte) to decompile the goldbar.txt file, and I scanned through to where the BITMAP line should have been, but there was nothing there.
 
I checked the HEX codes for MATERIAL_AMBIENT, DIFFUSE and SPECULAR, which I noticed were a dark grey colour when I put the codes into Paint.NET. So I tried editing them to make them a red colour, and went back into RA2. The component was still grey.
 
I went back to Sage's video, and noticed that there was a whole chunk of GMF code in the Snowplow .txt file that was missing from my techbar.txt file. I decided to make a techbar.bmp image, which was basically all red, and tried adding this piece of code, which I copied from what was in the video:
 
Code: [Select]

*TEXTURE_LIST
  {
   *TEXTURE_COUNT  1
   *TEXTURE
   {
    *MAP_NAME Map #1
    *MAP_CLASS Bitmap
    *BITMAP goldbar.bmp
    *MAP_AMOUNT
    *MAP_DIFFUSE
    *MAP_TYPE Screen
    *UVW_U_OFFSET 0
    *UVW_V_OFFSET 0
    *UVW_U_TILING 1
    *UVW_V_TILING 1
    *UVW_ANGLE 0
    *UVW_BLUR 0
    *UVW_BLUR_OFFSET 0
    *UVW_NOISE_AMT 1
    *UVW_NOISE_SIZE 1
    *UVW_NOISE_LEVEL 1
    *UVW_NOISE_PHASE 0
    *BITMAP_FILTER Pyramidal
    *BITMAP_MAP_CHANNEL 1
   }
  }

And stuck it after the first MATERIAL in the MATERIAL_LIST at the start (everything was tabbed along to where it was in the video). I tried recompiling the .gmf after that, but I got a message saying
 
Runtime Error '9':
Subscript out of range
 
If anyone can help out with this, I would be extremely appreciative. =)
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: JoeBlo on November 01, 2010, 11:50:07 AM
1. You havent put the bmp section in correctly. Most likly you placement or indenting

2. Dsl bar bas no normals (I think they were called) so it cannot apply a bmp correctly anyway. (See Backlash first bloods spinner bar)

Sorry to be such a wet blanket
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: Clickbeetle on November 06, 2010, 09:44:37 PM
Also make sure you are editing the right material.  Oftentimes there will be one for the display object and one for the collision.  If you edited the collision material but not the display, it will remain gray.
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: SteveM4 on November 17, 2010, 10:52:32 AM
Hijak!

Basically I am trying to skin this:
(Titanium half-sheet)

I have gotten this far...

Map:
.txt:
Preview:
I also re-named the .gmf to Havokflipper.

anything else I need to do?

It appears in the components list, just the game crahses upon loading.

Thanks
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: G.K. on November 17, 2010, 11:02:12 AM
Changed map name in GMF?
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: Vertigo on November 17, 2010, 11:14:06 AM
Changed map name in GMF?
^This^

OffTopic/I thought you were sending me a bot GK :P
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: SteveM4 on November 17, 2010, 11:23:51 AM
How would I do that?
Title: Re: Oh No! Not Another "I Need Help Reskinning Components" Thread!
Post by: Serge on November 17, 2010, 04:37:29 PM
Decompile, look for .bmp, recompile. Make sure to not decompile or recompile to the same file name, or Bad Stuff will happen.

I suggest using my decompiler and compiler, link in my sig :P.