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Thread: Creating Hero Textures

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  1. #181
    Nice and easy!

  2. #182
    this is cool...but is there a different way/tuturial to insert a totally different texture/ i.e. one from a different game?

  3. #183
    i love you for this thread, but i cannot find the "color.dds" file

  4. #184
    plugin does absolutely nothing...looks so fun but this is bull...its just a document that doesnt change anything

  5. #185
    Quote Originally Posted by Tiens View Post
    Anyone been so nasty yet as to turn Slither's poison spray white?
    i totally will but what is his file named in game...its not slither..can anyone help me?

  6. #186
    ARG!!! nothing works....fml...no matter what forums or converters or plugins or anything i get/read/download still says photoshop cannot read file EVERY F***ing TIME

  7. #187
    Quote Originally Posted by Loli View Post
    I downloaded plugins and got this ;-;
    halp pl0x



    It is indeed the color.dds

    Edit: Apparently CS4 64-bit isnt supported by the plug-in.
    CURSE YOU 64-BIT!!
    I have the same damn problem I had to open them with gimp first then save-as tga and open with CS4 Photoshop 64bit. There must be an easier way.

  8. #188
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    "Now you need to place the edited material file and texture inside resources2000.s2z with the same file structure as resources0.s2z. The location of Zephyr's material is heroes/zephyr so I will create those same folders in resources2000.s2z and place the material file there."

    You lost me there, what do you mean by "with the same file structure as resources0.s2z"?

    How do i make the same file structure?

    And i dont understand this either

    "So inside resources2000.s2z you should now have heroes/zephyr/material.material. Finally, place the texture in the same folder with material.material."

    I did that but what do i do after that? Do i extract the folder somewhere? Do i extract it into game? Where do i extract it now?
    Last edited by Insomniatic; 07-08-2010 at 10:21 AM.
    Star Wars.

  9. #189
    Quote Originally Posted by Insomniatic View Post
    "Now you need to place the edited material file and texture inside resources2000.s2z with the same file structure as resources0.s2z. The location of Zephyr's material is heroes/zephyr so I will create those same folders in resources2000.s2z and place the material file there."

    You lost me there, what do you mean by "with the same file structure as resources0.s2z"?

    How do i make the same file structure?

    And i dont understand this either

    "So inside resources2000.s2z you should now have heroes/zephyr/material.material. Finally, place the texture in the same folder with material.material."

    I did that but what do i do after that? Do i extract the folder somewhere? Do i extract it into game? Where do i extract it now?
    Same file structure mean you have to put in your resources2000.s2z the same folder you had your hero in resources0.s2z.
    So you would create the folder "heroes", then inside "heroes" you create the "zephyr" folder to get the same file structure for zephyr.
    It means you can't put Zephyr's files into "/mycustomheroes/Zephyrrockz" cause the game will try to load the ones in "/heroes/zephyr".
    I don't know if it makes more sense now. It should look like this in your resources2000.s2z:

    -heroes (folder)
    -zephyr (folder)

    • material.material
    • myawesometexture.tga
    • etc...
    You only need to put your resources2000.s2z in the same folder has the resources0.s2z to make it work.

  10. #190
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    Ok thanks oloko, another question now that i got it working ingame.

    How do i rotate alpha cannel in photoshop?

    I'm not really experienced with photoshop at all so yeah i have no idea what alpha channel even is.

    EDIT: Nvm i got it looking great without rotating any alpha channels.

    Anyways it looks awesome i made a party time zephyr it was rly easy, it doesn't look amazing but looks kinda cool but needs alot of improvements.

    Thanks for this awesome guide and now i'm gona try and make some other awesome looking textures and improve my skills and maybe eventually put them up for download
    Last edited by Insomniatic; 07-08-2010 at 12:29 PM.
    Star Wars.

  11. #191
    guys i got a problem cause i'm very very bad with this things, so i would like if you can make a step by step guide for first timers thx

  12. #192
    The plugin for gimp won't dl for me. Any help?

  13. #193
    Quote Originally Posted by ShammySham View Post
    The plugin for gimp won't dl for me. Any help?
    You can try Paint .NET if your on windows, its free and can open DDS files.

    Maybe if you search on google you can find another plugin, I found this one, but I haven't tried it myself: http://code.google.com/p/gimp-dds/

  14. #194
    Quote Originally Posted by Loli View Post
    I downloaded plugins and got this ;-;
    halp pl0x



    It is indeed the color.dds

    Edit: Apparently CS4 64-bit isnt supported by the plug-in.
    CURSE YOU 64-BIT!!
    Just in case anyone else has this problem. When you are installing this plugin, it is placed in: /path_to_adobe/Photoshop_Something/Plug-Ins/File Format BUT if you have other version than English, Photoshop will take plug-ins from localised folder. For Polish it was Plug-Iny. I had the same problem until I copied /Plug-Ins/File Format to Plug-Iny/Formaty Plikow. It's stupid, I know, but it works.

  15. #195
    I want to make my custom texture, but i really dont know how to do it and this guide doesn't really help me..
    I've never used photoshop and i dont have it
    I could only try it with Paint.net or Gimp
    The first problem i have is that i just want to keep the "texture" itself and just recolor it....
    but if i just start coloring it looks ugly and not like a hero anymore...
    It starts looking like a paint picture of a 5 year old kid...
    I tried to use different "levels" if its the right translation and played a bit with the trancparency but it didnt help me...
    Could you maybe explain how to RECOLOR it without losing the skin??

  16. #196
    Hey Warchamp, this is really handy, but I have a question. Does the method described in this guide work for other models, like from those of effects? I'm thinking :fors: skeles and ult specifically.

  17. #197
    Quote Originally Posted by IamKongor View Post
    I want to make my custom texture, but i really dont know how to do it and this guide doesn't really help me..
    I've never used photoshop and i dont have it
    I could only try it with Paint.net or Gimp
    The first problem i have is that i just want to keep the "texture" itself and just recolor it....
    but if i just start coloring it looks ugly and not like a hero anymore...
    It starts looking like a paint picture of a 5 year old kid...
    I tried to use different "levels" if its the right translation and played a bit with the trancparency but it didnt help me...
    Could you maybe explain how to RECOLOR it without losing the skin??
    Quote Originally Posted by Mazinkaiser View Post
    Hey Warchamp, this is really handy, but I have a question. Does the method described in this guide work for other models, like from those of effects? I'm thinking :fors: skeles and ult specifically.
    I can't really help you guys since I don't know much about this, but maybe you can take a look at this thread too.

  18. #198
    Well I did figure it out, and yes this works for effect models too

  19. #199
    alright so mines not working , i made a resources file, called resourcesRedBombardier.s2z
    then i put it in my heroesofnewerth/game folder,
    then i set it up so in the .s2z file i have the heroes folder and in that, the "bomb" folder and in that, material.material and color.tga
    but its not working...

  20. #200
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    Quote Originally Posted by Lijern View Post
    alright so mines not working , i made a resources file, called resourcesRedBombardier.s2z
    then i put it in my heroesofnewerth/game folder,
    then i set it up so in the .s2z file i have the heroes folder and in that, the "bomb" folder and in that, material.material and color.tga
    but its not working...
    name the .tga something not as the s2 standard, then see if you still have problems.
    example: texture="color_redbomb.tga"


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