Vanni83 1,458 Posted July 12, 2011 Share Posted July 12, 2011 i've made a general filelist, like Broker bohan ecc. and when i open the img i make a complete list of all the wdr files, and wtd only these Link to post Share on other sites
Benny_ 0 Posted July 12, 2011 Share Posted July 12, 2011 Sounds good! I've did it in almost the same manner, but I decided to use folders and filelists. This is my folderstructure: ->Alderney (Manhattan) ->manhat05 ->manhat05.xls ->manhat06 ->manhat06.xls ->mh06_p_txd ->dev ->final ->orig ->manhat...->Broker (Brooklyn) ->... And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final). Link to post Share on other sites
Vanni83 1,458 Posted July 12, 2011 Share Posted July 12, 2011 (edited) Sounds good! I've did it in almost the same manner, but I decided to use folders and filelists. This is my folderstructure: ->Alderney (Manhattan) ->manhat05 ->manhat05.xls ->manhat06 ->manhat06.xls ->mh06_p_txd ->dev ->final ->orig ->manhat...->Broker (Brooklyn) ->... And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final). YAEH we know the method !!! go on mate !!! see you later, got to go at home now Edited July 12, 2011 by Vanni83 Link to post Share on other sites
MasterKontrol 18 Posted July 12, 2011 Share Posted July 12, 2011 Sounds good! I've did it in almost the same manner, but I decided to use folders and filelists. This is my folderstructure: ->Alderney (Manhattan) ->manhat05 ->manhat05.xls ->manhat06 ->manhat06.xls ->mh06_p_txd ->dev ->final ->orig ->manhat...->Broker (Brooklyn) ->... And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final). YAEH we know the method !!! go on mate !!! see you later, got to go at home now Vanni you've done it Again!!!! brilliant looking bark on those trees mate! Link to post Share on other sites
Vanni83 1,458 Posted July 12, 2011 Share Posted July 12, 2011 thanks mate , i'll never end to thanks everytime Link to post Share on other sites
Benny_ 0 Posted July 12, 2011 Share Posted July 12, 2011 Very HAWWWTTTT... as usual, Vanni Puuhhh... it takes so much time to make it tileable YEAH BABY!!! SCRUB THE FLOOR!!: Link to post Share on other sites
Vanni83 1,458 Posted July 12, 2011 Share Posted July 12, 2011 look very nice benny!!!! really!!!!!! good work Link to post Share on other sites
Benny_ 0 Posted July 12, 2011 Share Posted July 12, 2011 Thank u Planks: Bricks: Link to post Share on other sites
uuserr 48 Posted July 12, 2011 Share Posted July 12, 2011 gr8 work all Link to post Share on other sites
GTA 3 0 Posted July 12, 2011 Share Posted July 12, 2011 Wow, this Thread makes my Day every Day!!!! Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 Almost complete retextured...: And these small poles... : Link to post Share on other sites
Marty McFly 3,140 Posted July 13, 2011 Share Posted July 13, 2011 can someone say me which textures below to the empire state building? i wanna retesture it! Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 (edited) Check manhat09.img... there are some files starting with "esb_"... try 'em If don't know where u can find a special texture: - Start GTA - Go to the object u want to retexture - Press ESC to open the map - Take a screenshot to remember the location - Exit/minimize the game - Open the map located on the bottom of the first post u see here: http://www.gtaforums.com/index.php?showtopic=474215&hl=gims - Find the location u chose ingame, by the help of the screenshot that u took - There u can find a text on the map (e.g. for the empire state building it is "manhat09_5") - Now u know in which *.img-file u have to look for it (in that case = manhat09.img) Thats the way i do this... I don't know if there's a better and easier way... Edited July 13, 2011 by Benny_ Link to post Share on other sites
Baender 0 Posted July 13, 2011 Share Posted July 13, 2011 (edited) After i read a lot about iCEnhance and playing around with Open IV and Photoshop, I want to overhaul the Interior exspecially Romans Taxi Office, Vlad's Bar and the different player homes etc. I already found Romans Mansion, but i can't find the outdoor part of the house. Can somebody tell me the exact position in Open IV / Spark IV. I have the same problem with Roman's Office, i already found the interior but not the exterior. EDIT: OK thanks, the link helps: http://dl.dropbox.com/u/18649105/wbn-map.jpg Edited July 13, 2011 by Baender Link to post Share on other sites
Darecki 7 Posted July 13, 2011 Share Posted July 13, 2011 I have a one, maybe unnceccesary question to you guys - you also make bumpmaps/normals for new textures, right? Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 (edited) @Baender: Sorry, I can't find it... :-/ @Darecki: Yes! And I'm just trying to edit the textures/shader to add new normalmaps... I hope it'll work //Edit: YAY! It works! I exaggerated a bit, but its just a test... look at that kerb... Edited July 13, 2011 by Benny_ Link to post Share on other sites
Baender 0 Posted July 13, 2011 Share Posted July 13, 2011 @Benny_ Did you add "new" normals, or did you edit existing normals? I can not imagine how a game could detect a normal and knows how to use it. Link to post Share on other sites
icelaglace 88 Posted July 13, 2011 Author Share Posted July 13, 2011 @Benny. Very slick mate ! Very good job. I'm going back to redo textures in a few. I just need to release this stupid 1.25 then done Link to post Share on other sites
DuPz0r 6,264 Posted July 13, 2011 Share Posted July 13, 2011 Has anyone retextured the leaves on the trees?. They look really green by default. Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 @Baender: Yes, I added new ones and "intergrate" them in the shader, so it works the same as the diffuse map. I'm just testing around. @ice: Thanks man ! Steady on ... ur doing a great job! Can't wait to see new peds and ICEnhancer 1.2.5... @DuPz0r: If u're using ENB u can change the leafcolor in ur enbconfig. Before: After (Normalmap added ): Link to post Share on other sites
Vanni83 1,458 Posted July 13, 2011 Share Posted July 13, 2011 benny: good wooork!||| birch tree finished (very hard cause polygon mesh sucks) @DuPz0r: leaves are all repainted, look : (1920 x 1080 HD) Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 U're the King of Trees, vanni absolutely great! Link to post Share on other sites
Vanni83 1,458 Posted July 13, 2011 Share Posted July 13, 2011 thank you benny, when i'll finish trees, buildings and roads are waiting... i have a loto of concrete and wood texture HD of course Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 Ohhh, I think buildings will be difficult... I just had thought about it... Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 Who's interested... I've wrote a How-To... I hope my english is good enough for that... HOW-TO CHANGE THE SHADER OF EVERY TEXTURE WITH OPENIV (TO ADD NORMALMAP ETC.) At first, you need to know the name of the texture you want to change. Than you have to find the *.wdr-file (Modelfile, NOT Texturefile) in OpenIV of that object with the texture you want to edit. RMC on it than “save content/export” and save it anywhere on your harddrive. Now you have a *.odr-file in the destination folder that we want to edit. Open it. It looks like this: I want to edit the texture “nj01_kerb2.png”. So I look for it in that file. This is the line I found: The first (“gta_default.sps”) is the shader, which is currently used for it. Change it like this: As you can see, I changed the shader to “gta_normal.sps” (You can use every shader... you find them in your common/shader/.. folder.) to activate normalmapping for this texture. The first digits behind the filename are the specularFactor (higher = more glossy), the second is the specularColorFactor (I don’t know…), the third is the bumpiness (higher = more bump) and at the end of this line is the filename that we use for the normalmap we want to apply. (You can use any filename) Save the changes. Now create a Normalmap and put it in the same folder with the filename you choose in the *.odr-file. (in this case it is nj01_kerb2_n.png) Go into OpenIV, open the right *.img-archive and select New -> Import openFormats -> Multiple Import. Than select the *.odr-file. All files mentioned in it will be automatically imported. Thats it! Link to post Share on other sites
Baender 0 Posted July 13, 2011 Share Posted July 13, 2011 Benny, you can read my minds. Exactly what would have been my next question: How do I add normals to textures. Link to post Share on other sites
Vanni83 1,458 Posted July 13, 2011 Share Posted July 13, 2011 Dear Benny, i never end to thank you, for this tutorial and for your texture Link to post Share on other sites
3Doomer 411 Posted July 13, 2011 Share Posted July 13, 2011 Benny, you can read my minds. Exactly what would have been my next question: How do I add normals to textures. Through GIMS - much easier, faster and crash - free Link to post Share on other sites
Benny_ 0 Posted July 13, 2011 Share Posted July 13, 2011 (edited) @Baender: Now u know... @Vanni: Thanks as well mate @3Doomer: I don't own Max... :-/ and I had no crash yet... Edited July 13, 2011 by Benny_ Link to post Share on other sites
Marty McFly 3,140 Posted July 13, 2011 Share Posted July 13, 2011 (edited) i was working on planks and tree textures, too. i wanted to make the trees "light" so that they don't look like a big green dot.]what do you think? can someone say me if the sl_dustyearth01 in the park_01_mh6.wtd the ground texture of the sea in the central park is? Edited July 13, 2011 by Marty McFly Link to post Share on other sites