Author Topic: Reskinning Flippermakers  (Read 1203 times)

Offline Thrackerzod

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Reskinning Flippermakers
« on: December 18, 2014, 06:27:39 PM »
I'd like to change the texture of the flippermakers in DSL 2.1. I did this before, with Mechamug, and it worked perfectly, but for some reason it isn't now.  I was wondering if anyone had any idea what I'm doing wrong.

Process:

Open components
Open flippermaker
Open maps
Open steel.bmp
Paste in new texture
Save as steel.bmp

Offline Resetti's Replicas

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Re: Reskinning Flippermakers
« Reply #1 on: December 18, 2014, 08:39:29 PM »
Rule #1 of tech support; Always be more specific than "it doesn't work," because that could mean many different things.  Is the color wrong?  Is the game crashing?  Is your friend's sister talking in a low raspy voice and trying to murder the librarian?

Unfortunately, you have been doing it wrong, you can't cut corners for this; you have to use the duplication method and make a completely separate GMF. This is because there's a BMP called "steel" in many other component folders (the extenders, the skirts, and probably a few others.)  Consequentially, the game will take one instance of "steel.bmp" and apply it to every component that uses a texture called "steel.bmp"  I do not know how it chooses which instance takes precedence, it might as well be random.

Offline Thrackerzod

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Re: Reskinning Flippermakers
« Reply #2 on: December 19, 2014, 05:07:00 PM »
Thanks!

To specify, my problem was that I'd swap out the texture, but ingame it would still look like the default steel texture.

I seem to be unable to open or do anything with GMFs.  On an unrelated note, I swapped out every file named "steel.bmp" and now it works.  Hooray!

Offline Naryar

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Re: Reskinning Flippermakers
« Reply #3 on: December 19, 2014, 06:45:34 PM »
It should work...

but with bmp's you never know.

Make sure the size (in both bytes and pixels) of the file is the exact same as before. If it doesn't, it will fail promptly.

Offline Resetti's Replicas

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Re: Reskinning Flippermakers
« Reply #4 on: December 19, 2014, 10:39:20 PM »
I seem to be unable to open or do anything with GMFs.

Vague again; while you could mean that you released a demon who comes from between the cracks in the walls and is really good at geometry, I'll assume you're having troubles with the GMF decompiler.


You don't need to decompile them to do what you need to.  Just make copies and open them with Notepad++ and find the word "steel.bmp" and change "steel" for any other string of 5 characters.  This works for any GMF as long as the number of characters is the same.

Offline Jaydee99

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Re: Reskinning Flippermakers
« Reply #5 on: February 22, 2015, 07:12:03 AM »
Right, sorry for bumping this but copying flippermakers isn't working.
This is the procedure I'm using:
-Copy the 3060flippermaker to a clean folder (I do this every time I skin something so I don't get confused with any other files - it's irrelevant anyway with the problem)
-Set the gmf compiler to Decompile and select the file in both Source and Destination
-Decompile it and it works
-I open the file and replace the bmp with my custom one
-It's the correct size so I don't see the problem with that
-I set the gmf compiler to compile and select it again - twice in the Source/Destination
-Press compile AND IT DOESN'T WORK! It says this:

What am I doing wrong?

Offline Jaydee99

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Re: Reskinning Flippermakers
« Reply #6 on: February 22, 2015, 08:53:40 AM »
This is happening for lutze drums as well, and probably other stuff

Offline Lemonism

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Re: Reskinning Flippermakers
« Reply #7 on: February 22, 2015, 09:33:31 AM »
I don't know if it's relevant to your issue but I wouldn't overwrite the original gmf when you decompile it, or at least I don't. I'd make a separate copy called "3060flippermaker_decomp" or whatever. I remember either this (or possibly a similar issue) causing me problems in the past.
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Offline Jaydee99

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Re: Reskinning Flippermakers
« Reply #8 on: February 22, 2015, 09:36:12 AM »
ok I'll try that