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Title: Sandy model


DarkSpyda04 - April 21, 2012 04:03 AM (GMT)
SOLVED

It's been hell just trying to get the .TIM to accept the timextracts but now I'm having a new problem which happens when I edit the .BMP file that I got from a raw scan of the .PLD. It actually turns out that the only way to get the timextracts to work IS by scanning the .PLD as a raw file and it won't work any other way.

Anyhow, onto the problem. Whenever I edit the .BMP in photoshop and I won't even change the indexed to RGB or anything. I'll just copy and paste a foreign image into place and then adjust the color palette to support it. However, I save the file and when I open it in timviewer, all three sets are visable from the first and scrolling through them makes them sandy which in turn becomes quite an issue ingame. How can I resolve this issue; editing the .BMP and getting it to open normal in timviewer?

I also don't want to post any images because it will spoil what I'm working on.

J0SHUAKANE - April 21, 2012 03:51 PM (GMT)
i use corel, save the palette of the first clut then load it into the others.

at least i think what you mean is they all look perfect for the first clut but when you scroll through them the others are as you described.

DarkSpyda04 - April 21, 2012 07:16 PM (GMT)
user posted image



Description of original sets:

-Whatever set you are scrolled on, that set is visable while every other one is sanded out. If you're on the first set, you should only see the first set.

Description of new sets:

-From the first set, every other is visable. When you scroll past the first set, ALL become sanded out.

Hopefully looking at the CLUT should help. I'm getting ideas that it's because I edited all three sets from a .BMP of the first set rather than do them individually. It's just that I don't know how to concatenate seperate files when I'm done.

DarkSpyda04 - April 28, 2012 04:54 AM (GMT)
Alright so I looked at some custom textures I made before such as Santa Claus Mr. X and noticed that I saved multiple BMP files and each were their own layer. I'd have a BMP for each set rather than working off of one BMP file and having each set in that one BMP file. Right, so I now have three files and each are converted to a TIM but I still don't know how to unite them together. I tried inserting the timextracts into the first BMP but while the entire TIM file displays correctly, it gives me the default textures for the other sets while only the first is modified. I also tried Hex editing and splicing the files but that didn't work. Does anyone know how to concatenate these modified sets into one TIM file? The only other thing I can think of is packing the PLD up with the first modified set, scanning the raw modified file, and going from there to patch in the other modified sets.

I still hate how you learn something, stop doing it for awhile, then forget what you learned.

DXP - April 28, 2012 05:24 AM (GMT)
Yeah I know what you mean I was the same when I first started texture modding =/

From what I remember doing I would extract the entire .tim file as .bmp so each section is on one image file(if that makes sense?) I would then go into photoshop Copy the size of the full size imaged and create a blank version, Next step would be to extract each section separately copy and paste it into the new blank version I made.

After that I would do the editing I would need to do, then save the clut file from the first layer(so first part of the texture map which would be head/body etc), then I would do above but with the 2nd layer(arms and legs?) and apply the saved clut file I created that way it would accept the entire file and still work, again do my changes and save it all as .BMP do all the converting use timextracts and then it would work, that's what I can remember anyway hope it helps. :)

DarkSpyda04 - April 28, 2012 05:56 AM (GMT)
That's one method but I just figured out another. Since I repacked the PLD with one modified set, timviewer's raw scan read the new TIM and I was free to modify the modified TIM by saving the second set as a BMP file, altering the second set's color pallette in photoshop, pasting the texture I wanted, saving, and then the BMP openned with the file working correctly in timviewer while both the first and second set were modified. After that I just needed to save as a TIM file and insert the extracts. I just have to modify the third set now in a similar way and then enjoy the finished result. I'd also edit the model to add a loin cloth but that's a whole nother can of worms between getting the modified model to work, altering the UV's, and just seeing if the game accepts the new UV's. I'm just happy that I got as far as I did.

user posted image




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