gui_master.dds

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fud
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gui_master.dds

Post by fud »

Deleted the other thread, since I found the file I was looking for. However, two new immediate issues come to mind:


1. Can't seem to save the file in PS. I get a "Too many channels (5)" error box. -sorted, 8:8:8: ARGB

2. If/when I do get the file saved, how the hell do I actually get the TLaser value to find it, to display in game?

Editing/creating them is easy enough....

[ external image ]

[Edit]
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Northstar
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Post by Northstar »

  • 1. Save your file and place it in a cat file with mod manager. Name the cat file whatever you like or add it to an existing cat. Make sure when adding it to the cat file you use the path dds\gui_master.dds

    2. Put your cat file in the X3 Reunion\mods folder.

    3. start your game and select your cat from the select mod package button.

    4. Enjoy your new textures
Whatever graphic you made for various lasers they will be used in place of the old one. So you do not need to edit the Tlasers.

You might want to also edit the gui_master_new.dds I think this is added to v1.402
:wink:
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fud
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Post by fud »

Thanks, that's *sorta* what I was going for. But, what I'm trying to do, is add a completely new laser, with a new icon. There has to be something, somewhere that references the location of the icons in that dds file, but I can't find it. See the pic above, I've added a GHEPT "icon" to the file, but I'm sure that's either A: In the wrong place, or B: Not the proper way to do it. Maybe you can't add things to it? I looked at it, and thought the blanks would work for just that sort of thing. :shrug:


Also, I *thought* I had figured out how to edit/save the DDS, but apparently I was wrong. I save it, and then in-game things are all screwed up......

There's a new hole in my wall the size/shape of my head.
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Northstar
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Post by Northstar »

Each laser picture is represented with an integer under Picture ID in Tlasers. I would guess the integers used for their ID is hard coded so adding new I am pretty sure would not work, unless there are integers assigned to the dds spaces and you could try a few until you hit lucky. It would have been far easier if the image coordinates on the dds were used as a reference for the ID.

It would work no problem editing the existing graphics.
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Northstar
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Post by Northstar »

I normally use Irfanview to load up the DDS and then save it as a BMP.

I then use dds converter 2 to change it back after editing. You might want to try that fud see if it works. It seems to be freeware so nothing to lose.


http://eliteforce2.filefront.com/file/D ... 2#Download
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Red Spot
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Post by Red Spot »

in PS save;

"8;8;8;8 ARGB 32Bit" (no MIP Maps)

and the gui_master_new.dds seems to be not used ..
so you only need to change the gui_master.dds ..




G
fud
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Post by fud »

Cheers guys. RS, I did that, once, and it seemed to work. But every time after it, I get the screwed up icons in game (using the 8,8,8,8 deal). I'll see if I can poke around a little more.
doubleshadow
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Post by doubleshadow »

fud wrote:There has to be something, somewhere that references the location of the icons in that dds file, but I can't find it.
The icons are defined in types\IconData.txt

You add your icon and write its location (left, top, width, height). I'm not completely sure whether it will work. I think I tried that and failed. But maybe I was trying to add different *section* and not an icon :? - bad memory...

New X3E with DevIL plugin will show the icons of lasers and missiles (as well as let you select them from a list).
fud
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Post by fud »

Ah ha! Cheers ds. Adding the new icon to the gui file is cake. I did manage to add a new icon. But I just overlayed it on top of a AKE, since I never plan on using it. :D


I'll try the icondata method over lunch and see if it works.


As an aside, the cool thing is, in the boardcomp items, there's already a GIRE, GPAC and GHEPT. So Betty says everything correctly. Even has all their respectictive the forges right.

I'm wondering now if the =NoTextIdFound= on a mouse over on the icon is in the icondata too.....
fud
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Post by fud »

Ok, just a bump to let ds know it worked, sorta. You *can't* add icons in the icondata.txt. If you try it, you get the gui_master as your mouse pointer. :lol:

But, I did find the method. It took about 5-6 tries, but it worked:



[ external image ]

Which corresponds to:

[ external image ]

If anyone's interested, I'll make a quick "how-to" for it. It's pretty simple, after pissing with it for two hours. :|


However, there's still the issue of the =TextIDNotFound= thing:

[ external image ]

I'm completely stumped. I can't find reference to this anywhere. Everything else shows up right, in the EQ Dock, in the weapons loadout, even Betty says it correctly. I asked about this in another thread a couple weeks ago, but it dropped, so maybe nobody has an idea? If I get that sorted, adding GHEPTs, GPACs and GIREs is cake. I'll add all three in, complete with fabs.
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Northstar
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Post by Northstar »

Yes fud I would like to see a how to written up. I could add it to the Modding tutorial if you wish? Great work there! :thumb_up:
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fud
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Post by fud »

Done. Thanks. :)
doubleshadow
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Post by doubleshadow »

However, there's still the issue of the =TextIDNotFound= thing
There is nothing you can do about it - Egosoft's problem. You can tell them in Tech support or DevNet. Maybe they will even DO something about it...

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