Modcraft - The community dedicated to quality WoW modding!

Content creation => Texturing and 2D Art => Topic started by: Dracconus on February 28, 2015, 03:56:37 am

Title: Question - How to edit Ground Tilesets
Post by: Dracconus on February 28, 2015, 03:56:37 am
Hello, Everyone.
  Recently I decided to undergo the (so far) daunting task of creating a high resolution photorealistic texture overhaul for world of warcraft (Where I could use photo realistic textures that is.)

I've gotten other textures like the sun, moon, character armor, etc. to work, but I can't seem to get ground textures (Say for instance: TILESET/Stranglethorn/StrangleThornMossroot01.blp) to actually reflect changes.  
Is the ground unable to display 512, 1024, and 2048 texture sizes, or is there a process that I'm neglecting that requires me to use Noggit to edit them?

Any help in this would be GREATLY appreciated.
Title: Re: Question - How to edit Ground Tilesets
Post by: Skarn on February 28, 2015, 07:48:20 am
No, just convert to .blp and swap them.
Title: Re: Question - How to edit Ground Tilesets
Post by: Dracconus on February 28, 2015, 08:27:12 am
That's odd.  I can't get them to display for the fkn life of me.
I'll extract the .blp from the tileset sub folde rint he .mpq, and convert it to png then edit it, and then convert back to .blp, and import into a freshly created .mpq and the same filename, and folder structure and I can't find the texture at all in game.  I see it in game before editing, and know EXACTLY where it's at, but it won't show up even after clearing my ram, and deleting my cache.
Title: Re: Question - How to edit Ground Tilesets
Post by: kojak488 on February 28, 2015, 09:16:38 pm
People would get problems resolved a lot faster if they'd post their patches so we could see your problem and tell you what it is from the start.
Title: Re: Question - How to edit Ground Tilesets
Post by: Bravelad on February 28, 2015, 11:06:51 pm
If you converted or preserved your image in .BLP format and reconstructed the filepath and filename to overwrite the old files then the only issue would be that your game client is still reading the old files.

Make sure your MPQ patch is being read by the client and that you actually overwrote the old textures in your archive. Texture sizes vary more in WOD so be mindful of which version you're editing these for too.
Title: Re: Question - How to edit Ground Tilesets
Post by: spik96 on March 01, 2015, 01:13:14 pm
Don't forget to add a _s file. Without that, you would see the old texture over your new one.
Title: Re: Question - How to edit Ground Tilesets
Post by: Dracconus on March 02, 2015, 11:10:46 am
Quote from: "kojak488"
People would get problems resolved a lot faster if they'd post their patches so we could see your problem and tell you what it is from the start.

What in the hell would I need to post my patch for?  I've already stated that i know what size the tilesets are being changed to, and I am aware that they have restrictions and changes on size.  Posting my patch would do nothing more than unlock what progress I've made for you to view, and edit at your discretion and as you're not the one putting in the work I see no reason to do that.

Quote from: "Bravelad"
If you converted or preserved your image in .BLP format and reconstructed the filepath and filename to overwrite the old files then the only issue would be that your game client is still reading the old files.

Make sure your MPQ patch is being read by the client and that you actually overwrote the old textures in your archive. Texture sizes vary more in WOD so be mindful of which version you're editing these for too.

I've actually found that there are textures that work, but despite the files being named stranglethorn, and having replaced every tileset for stranglethorn there are still a LOT of places that don't display the changed files.

I'm running WOTLK not WOD but there are still some textures with the changes that you've mentioned, and I take extreme caution when sizing images to make sure that they're the correct format.
As for the client reading the old files I've even gone as far as completely replacing the old textures in the common.mpq and managed to get it to work but tilesets wouldn't change even thought the file didn't even exist anymore.  It would still display the old tileset even after clearing my ram after closing wow, and deleting my cache.

Quote from: "spik96"
Don't forget to add a _s file. Without that, you would see the old texture over your new one.
What?  I've not seen any a_s file mentioned anywhere before.   Or are you referring to the specularity?  Obviously I'm going to edit the specularity map texture as well as the alpha texture, and its respective specularity.

As it turned out the problem isn't the game displaying "ghost" information it's that even though I've changed all the textures in teh Stranglethorn folder there are still textures utilized by Stranglethorn that aren't in that folder, thus there's a LOT of open space that remains unedited.