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Author Topic:   Texture Replacer
Replica Fan
Member
posted 28-03-2001 08:57 PM     Click Here to See the Profile for Replica Fan     Edit/Delete Message Reply w/Quote
Ok new topic, can somebody explain the procedure to renaming textures? I have lots of trucks that I just have used other trucks to create, and as anyone knows, you use the same truck with a different paintjob, it still shows up in the game as the one you made before, I can't find any tutorials on renaming textures, I have found one text subject on this, and I didn't understand what they were talking about, since then I have deleted it, and I now can't remember where I got it, I can be kinda stooopid sumtimz. Can anyone explain step by step instructions on how to use this thing?

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Phineus
Glow Ball
posted 28-03-2001 11:42 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
Q. Have you completed Mdmre's repaint tutorial? If not, it's certainly worth the hour it takes. This gives you the A through Z of re-painting basics.

Now for your question. A bin is a file that defines a model. Part of the file's job is to know what texture(s) the model is supposed to use. Not really that big of a deal but the info is coded in the bin file itself, so what you must do is tell the bin to use your new textures instead of the old ones. There are a few ways to do that. If it's a straight repaint, then mdmre's bin texture replacer utility is the thing you want. If the bin file is over 64k, then you'll need to use a hex editor. If it's not a straight repaint, then you have no choice but to remap it.

an extra note

Edited by Phineus (07-12-2002)

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Replica Fan
Member
posted 29-03-2001 08:40 AM     Click Here to See the Profile for Replica Fan     Edit/Delete Message Reply w/Quote
Thank You!!! Very much!!! That was my whole problem, I was trying to use the Texture Replacer for my trucks, and it would never work. I know I was using it correctly but it still wouldn't work, I DID NOT ever hear of the HEX utility, my bins were all too large, thats why it never worked. Cool, I'll d/l that Hex Replacer and use that.

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Jam-N-Jim
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posted 29-03-2001 01:37 PM     Click Here to See the Profile for Jam-N-Jim   Click Here to Email Jam-N-Jim     Edit/Delete Message Reply w/Quote
For anyone who is a little lerry about using a hex editor there is another way to replace texture's with the Texture Replacer even if the new one is more then 65k.

It's very simple. First thing you do is go into your art folder & cut the new "mytruck.raw" & paste it in another folder.

Find a .raw or make a new one that is 65k or less. Copy it & then rename the copy as the new "mytruck.raw". Run the file replacer. Once thats done just go back & get the actual new "mytruck.raw" & paste it right back into the art folder.

Make any sense?

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0011010010
unregistered
posted 29-03-2001 04:13 PM           Edit/Delete Message Reply w/Quote
bin.

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ZO_BigDOGGe
Member
posted 30-03-2001 12:03 AM     Click Here to See the Profile for ZO_BigDOGGe   Click Here to Email ZO_BigDOGGe     Edit/Delete Message Reply w/Quote
Hmmmm... whenever I get the "file is larger than 64,000 bytes" message, It's because the .bin model has too many vertix's, faces, or both. the only way I know how to use mdmre's tex replacer is in this case it to delete part of the model in binedit, and save it as "temp1.bin" then I reload the original model again and delete the parts I saved in the previous saved file, saving the faces I deleted in that 1st file.

Then, when I get it down to small-enough .bins, I run them all through texture replacer, then recombine them in Binedit.

--> remember to delete all unused vertix's before saving!<--

I had to use this process on some engine models with a large numbers of polygons. I'd delete all faces and vertix's on the blower/air-scoop and save just the block/tranny as "engBlock.bin" Then i'd do it again, saving just the blower/scoop portion as "engBlowr.bin" .

Then after replacing the textures, I'd load the block model in binedit, insert the blower model, merge all duplicate vertix's, delete unused vertix's, then finally save it as "eng_01.bin" or some other new filename...

remember to always keep a copy of the original .bin model!

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Replica Fan
Member
posted 30-03-2001 11:44 AM     Click Here to See the Profile for Replica Fan     Edit/Delete Message Reply w/Quote
From now on if I'm going to build a truck and make the bin huge, I'm going to repaint the truck first, then use Texure Replacer, and build the truck, that way its done first and I can make the bin how I want, and not have to worry about building first, then repainting and having the bin to big for the Texture Replacer, like I've been doing all this time. That would work too wouldn't it? Yeah I know about keeping the Vertices under a 1000, but come on, how many cool trucks now days have followed that rule. My pc is a 133mhz with a decent video card, and I don't have a whole lot of trouble with bogging it down.

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Phineus
Glow Ball
posted 30-03-2001 11:49 AM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
Don't ignore the link above to BinNamer by Frank Racis (that's the same guy who made FlyRawGui). I had forgotten about BinNamer. It's a DOS line utility but does the job great. Let's you change any texture you want on any size bin. Can't ask for much more than that.

http://mtm2.com/~forum/pages/Forum16/HTML/000046.html

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