MTM2.com

A forum for mtm2 discussion
FAQ :: Search :: Members :: Groups :: Register
Login
It is currently Fri Mar 29, 2024 1:30 am



Post new topic Reply to topic  [ 12 posts ] 
Author Message
 Post subject: Texture Replacer
PostPosted: Sun Dec 14, 2003 2:28 am 
You Gonna Eat That?
User avatar

Joined: Tue Mar 27, 2001 2:01 pm
Posts: 923
Location: Nebraska
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?


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:30 am 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
Q. Have you completed <a href="http://mtm2.com/~mtmg/downloads/mtm2/truckmaking/mtm2inst.zip">Mdmre's repaint tutorial</a>? 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 <a href="http://mtm2.com/~mtmg/downloads/mtm2/mdmre/mtmbrpl.zip">mdmre's bin texture replacer</a> utility is the thing you want. If the bin file is over 64k, then you'll need to use a <a href="http://mtm2.com/~mtmg/trucks/burns_replacer.html">hex editor</a>. If it's not a straight repaint, then you have no choice but to remap it.

<a href="http://mtm2.com/~mtmg/trucks/mdmres_replacer.html">an extra note</a>


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:32 am 
You Gonna Eat That?
User avatar

Joined: Tue Mar 27, 2001 2:01 pm
Posts: 923
Location: Nebraska
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.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:33 am 
Member

Joined: Thu May 25, 2000 2:01 pm
Posts: 135
Location: Chicago
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?


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:35 am 
<a href=http://forum.mtm2.com/viewtopic.php?t=1855>bin.</a>


Top
  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:36 am 
Member
User avatar

Joined: Wed Nov 06, 2002 2:01 pm
Posts: 881
Location: Silicon Valley, California. USA
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!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:37 am 
You Gonna Eat That?
User avatar

Joined: Tue Mar 27, 2001 2:01 pm
Posts: 923
Location: Nebraska
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.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 2:38 am 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
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://forum.mtm2.com/viewtopic.php?t=1855


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 21, 2003 7:50 am 
You Gonna Eat That?
User avatar

Joined: Tue Mar 27, 2001 2:01 pm
Posts: 923
Location: Nebraska
Wow, was I really that bad? lol

Second nature now, I just happened to read this, this must be a very old post that somehow got shuffled to the front after the move.

That had to have been 3 years ago at least.
Seems like yesterday.

_________________
Rep Fan's Garage


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 21, 2003 8:00 am 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
The original message (28-03-2001) didn't survive the switch to the new forum so I converted it manually.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 21, 2003 3:59 pm 
Member
User avatar

Joined: Thu Apr 19, 2001 2:01 pm
Posts: 695
Location: USA and Proud of it.
lol i wondered why there was no mention of cpod.

_________________
Keep on MTMing,
CH_2005
<a href="http://ch.mtm2.com/">Visit my site</a>


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 21, 2003 5:22 pm 
Member
User avatar

Joined: Wed Nov 06, 2002 2:01 pm
Posts: 881
Location: Silicon Valley, California. USA
lol....no wonder Rep Fan was asking texture replacement questions in December of 2003.....

_________________
--> "Obstacles are those frightful things you see when you take your eyes off your goals." -- Henry Ford


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group