[Request] Replacing/swapping textures on pre-exsisting models.
[Request] Replacing/swapping textures on pre-exsisting models.
So I've made a few edits to some textures from the game. But I cannot find a way to implement these modified textures. Every tutorial I can find is either about model editing or scripting. Neither of which I bet applies to a texture swap.
Is there a site I should check out for this topic? Or is there someone on here that can give me a decent tutorial or a simple guide on how to do this?
Is there a site I should check out for this topic? Or is there someone on here that can give me a decent tutorial or a simple guide on how to do this?
Re: [Request] Replacing/swapping textures on pre-exsisting models.
Did you extract .MPQ files when you modified textures? You have to extract .MPQ files and then repackage them again. But it's a stupid endeavor and not worth the effort or time. I've done it and will never waste my time again.
Re: [Request] Replacing/swapping textures on pre-exsisting models.
I extracted the .BLP's and converted them to .PNG. Don't know about repackaging .MPQ's.Did you extract .MPQ files when you modified textures? You have to extract .MPQ files and then repackage them again.
- Redmagejoe
- Posts: 83
Re: [Request] Replacing/swapping textures on pre-exsisting models.
I can help with the repackaging process. We may be able to help each other out, depending on your know-how with BLPs.
Once you've converted a BLP into a PNG for editing, you need to convert it back into a BLP. The new BLP MUST have the same Signature, Compression (usually uncompressed), Format, Alpha channel, Header size, and mipmap count, AS WELL as having the same offeset and size in the mipmap table listed below it (assuming you're using BLP Lab).
It's the main reason I haven't been able to get new assets into the Turtle HD mod, is finicky BLP information. Once you've done all of that, you want to make a new MPQ (don't manipulate base MPQs, as that's just bad practice and makes version control harder) with the exact same directory structure where your new BLPs will go. Name the new MPQ something alphabetically after the latest base patches. Turtle uses patch-T, patch-U, and patch-V, so for my Turtle HD patches, I use patch-W, patch-X, and patch-Y.
Once you've converted a BLP into a PNG for editing, you need to convert it back into a BLP. The new BLP MUST have the same Signature, Compression (usually uncompressed), Format, Alpha channel, Header size, and mipmap count, AS WELL as having the same offeset and size in the mipmap table listed below it (assuming you're using BLP Lab).
It's the main reason I haven't been able to get new assets into the Turtle HD mod, is finicky BLP information. Once you've done all of that, you want to make a new MPQ (don't manipulate base MPQs, as that's just bad practice and makes version control harder) with the exact same directory structure where your new BLPs will go. Name the new MPQ something alphabetically after the latest base patches. Turtle uses patch-T, patch-U, and patch-V, so for my Turtle HD patches, I use patch-W, patch-X, and patch-Y.
Re: [Request] Replacing/swapping textures on pre-exsisting models.
Try these, they're not my edits but they don't look used.Redmagejoe wrote: ↑Wed May 04, 2022 5:22 pmI can help with the repackaging process. We may be able to help each other out, depending on your know-how with BLPs.
https://mega.nz/file/kIxlxbbL#Zy7WLOJNT ... msWPmxvt0I
- Redmagejoe
- Posts: 83
Re: [Request] Replacing/swapping textures on pre-exsisting models.
I would need to know what files you're looking to replace with these, and name them and place them in a directory structure accordingly.
Re: [Request] Replacing/swapping textures on pre-exsisting models.
You're looking to replace the following:Redmagejoe wrote: ↑Wed May 11, 2022 6:50 amI would need to know what files you're looking to replace with these, and name them and place them in a directory structure accordingly.
item/objectcomponents/head/helm_plate_raidwarrior_b_01.blp
item/objectcomponents/shoulder/shoulder_plate_raidwarrior_b_01.blp
item/texturecomponents/armlowertexture/plate_raidwarrior_b_01_bracer_al_u.blp
item/texturecomponents/armlowertexture/plate_raidwarrior_b_01_glove_al_u.blp
item/texturecomponents/armuppertexture/plate_raidwarrior_b_01_sleeve_au_u.blp
item/texturecomponents/foottexture/plate_raidwarrior_b_01_boot_fo_u.blp
item/texturecomponents/handtexture/plate_raidwarrior_b_01_glove_ha.blp
item/texturecomponents/leglowertexture/plate_raidwarrior_b_01_boot_ll_u.blp
item/texturecomponents/leglowertexture/plate_raidwarrior_b_01_pant_ll_u.blp
item/texturecomponents/leguppertexture/plate_raidwarrior_b_01_belt_lu_u.blp
item/texturecomponents/leguppertexture/plate_raidwarrior_b_01_pant_lu_u.blp
item/texturecomponents/torsolowertexture/plate_raidwarrior_b_01_chest_lu_u.blp
item/texturecomponents/torsouppertexture/plate_raidwarrior_b_01_chest_lu_u.blp
There are extra upper torso's specific to each gender. But the textures to be replaced don't have those specifics. If everything goes right, the tier 2 warrior set Wrath should look different.
- Redmagejoe
- Posts: 83
Re: [Request] Replacing/swapping textures on pre-exsisting models.
I will test these when I get a chance and can find a Warrior with Tier 2 I can use as my runway model. Though I am noticing a problem that makes it difficult for me to convert the filenames.
I do not have files that seem to correlate to these in the package you provided. I moved 11 of the 13 files (which only needed to have "outlandpurple" removed from their filenames) into the respective folders for my test MPQ and discarded the other 2 which were the gender variants. However, I am still missing the two listed above. If you could provide the appropriate textures, then I could begin to test this.
Re: [Request] Replacing/swapping textures on pre-exsisting models.
This should include them. https://mega.nz/file/AcYEmZpR#ejf-ydH7U ... LQUsvrkoggRedmagejoe wrote: ↑Sat May 14, 2022 6:21 amI do not have files that seem to correlate to these in the package you provided. I moved 11 of the 13 files (which only needed to have "outlandpurple" removed from their filenames) into the respective folders for my test MPQ and discarded the other 2 which were the gender variants. However, I am still missing the two listed above. If you could provide the appropriate textures, then I could begin to test this.
- Redmagejoe
- Posts: 83
Re: [Request] Replacing/swapping textures on pre-exsisting models.
I've made the patch, and now it's just a matter of finding a T2-geared Warrior to test it out on. It's pretty simple to make this on your own, however. Simply get Ladik's MPQ Editor, open it up, create New MPQ, name it something like patch-Z.MPQ (for testing), and set the size to however many files you want to put in it.
Then just put the directory structure in (in this case Item\ObjectComponents\ and Item\TextureComponents\) with all the files in the proper places, and place the MPQ in your WoW's Data folder.
Then just put the directory structure in (in this case Item\ObjectComponents\ and Item\TextureComponents\) with all the files in the proper places, and place the MPQ in your WoW's Data folder.