I have a quick question on a seeming anomaly with a unit skin change. Using gimp, I pasted some chainmail armor skin onto the barbarian protected cav style skin. The in-game visual and preview window works:
Any idea what would cause that? Does the preview window on unit selection draw from a distinct source than the one in-game?
thanks for any help
My Mods: Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908 Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417 Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Most unit types have multiple texture sheets. Did you change them all, including the default ones in the base UnitTextures folder? (As well as Texture1 etc.)
The 3D view in game shows the actual texture sheet the unit is using. The preview in force selection shows the default Texture sheet.
As Richard said, I would guess that your new texture is in one of your texture subfolders (texture1 or texture2 etc), but you haven't put the new texture in your mods main texture folder.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
I double checked and I have the texture sheet for both the armoured and non-armoured types in UnitTexture and the sub texture1...folders. If I even go so far as to delete the unarmored Pict_Noble_Cav entries in the main UnitTexture folder, while leaving untouched the Pict_Noble_Cav_Arm (armoured) entries that the armored noble cav should be drawing from, then in the preview the armored versions just have no skin (bright green etc...), but in game they still work and show as armored.
So, they are somehow drawing from the wrong one just for the preview? I tried changing the name up for the texture, the units entry, and the squads entry, from Pict_Noble_Cav_Arm to Pict_Noble_Arm_Cav, in case there is an issue with one name containing the other, but that didn't fix it either. Is there anything else, a text entry somewhere, that could be telling it where to draw from?
My Mods: Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908 Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417 Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Schweetness101 wrote: ↑Thu Jul 15, 2021 3:29 pm
I double checked and I have the texture sheet for both the armoured and non-armoured types in UnitTexture and the sub texture1...folders. If I even go so far as to delete the unarmored Pict_Noble_Cav entries in the main UnitTexture folder, while leaving untouched the Pict_Noble_Cav_Arm (armoured) entries that the armored noble cav should be drawing from, then in the preview the armored versions just have no skin (bright green etc...), but in game they still work and show as armored.
So, they are somehow drawing from the wrong one just for the preview? I tried changing the name up for the texture, the units entry, and the squads entry, from Pict_Noble_Cav_Arm to Pict_Noble_Arm_Cav, in case there is an issue with one name containing the other, but that didn't fix it either. Is there anything else, a text entry somewhere, that could be telling it where to draw from?
In which case the only explanation is that you haven't changed the internal texture references in the model file. This is something that I do as a matter of course, so I had forgotten what happens when you don't do it!
The best way to do it is with the Archon Tool. If you don't already have it, maybe Richard can give you a link to the latest version.
There is a way to do it by opening the file in a text editor, like Notepad++, and then replacing the texture name. But if you do it that way, you have to make sure that the new texture name is exactly the same number of characters as the original texture name.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Schweetness101 wrote: ↑Thu Jul 15, 2021 3:29 pm
I double checked and I have the texture sheet for both the armoured and non-armoured types in UnitTexture and the sub texture1...folders. If I even go so far as to delete the unarmored Pict_Noble_Cav entries in the main UnitTexture folder, while leaving untouched the Pict_Noble_Cav_Arm (armoured) entries that the armored noble cav should be drawing from, then in the preview the armored versions just have no skin (bright green etc...), but in game they still work and show as armored.
So, they are somehow drawing from the wrong one just for the preview? I tried changing the name up for the texture, the units entry, and the squads entry, from Pict_Noble_Cav_Arm to Pict_Noble_Arm_Cav, in case there is an issue with one name containing the other, but that didn't fix it either. Is there anything else, a text entry somewhere, that could be telling it where to draw from?
In which case the only explanation is that you haven't changed the internal texture references in the model file. This is something that I do as a matter of course, so I had forgotten what happens when you don't do it!
The best way to do it is with the Archon Tool. If you don't already have it, maybe Richard can give you a link to the latest version.
There is a way to do it by opening the file in a text editor, like Notepad++, and then replacing the texture name. But if you do it that way, you have to make sure that the new texture name is exactly the same number of characters as the original texture name.
that's the s4f file?
My Mods: Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908 Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417 Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Schweetness101 wrote: ↑Thu Jul 15, 2021 3:29 pm
I double checked and I have the texture sheet for both the armoured and non-armoured types in UnitTexture and the sub texture1...folders. If I even go so far as to delete the unarmored Pict_Noble_Cav entries in the main UnitTexture folder, while leaving untouched the Pict_Noble_Cav_Arm (armoured) entries that the armored noble cav should be drawing from, then in the preview the armored versions just have no skin (bright green etc...), but in game they still work and show as armored.
So, they are somehow drawing from the wrong one just for the preview? I tried changing the name up for the texture, the units entry, and the squads entry, from Pict_Noble_Cav_Arm to Pict_Noble_Arm_Cav, in case there is an issue with one name containing the other, but that didn't fix it either. Is there anything else, a text entry somewhere, that could be telling it where to draw from?
In which case the only explanation is that you haven't changed the internal texture references in the model file. This is something that I do as a matter of course, so I had forgotten what happens when you don't do it!
The best way to do it is with the Archon Tool. If you don't already have it, maybe Richard can give you a link to the latest version.
There is a way to do it by opening the file in a text editor, like Notepad++, and then replacing the texture name. But if you do it that way, you have to make sure that the new texture name is exactly the same number of characters as the original texture name.
that's the s4f file?
oh yeah, that was it, thanks!
My Mods: Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908 Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417 Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488