[TW1][mod] Excellent Leather Jacket retex
15.12.2007 @ 11:37 #1
To the topic: after completing my first playthrough two days ago, I decided to play around with models and textures. Sadly enough I discovered that my MDB plugin for 3dStudio does not allow me to import the models, so I dedicated more attention to the textures. Being inspired by this concept, I made a retex of the "Excellent Leather Jacket" (the one you can buy since act2) for personal use and then I thought "hell why not share it?".
So here I present you "Black Witcher":
I also played around with the appearance.2da file and I noticed that differently from KOTOR (where every head has his bodymodel entry), in The Witcher the models are treated as "race". This means that both head and body are in a single model, even though they have separate texture files. I tried to swap models and made a couple of tests and apart for the fact that the enire model is replaced, I noticed that there are no lipsinc problems and that almost all the animations work correctly. I said almost because when you have to repeat the same animation in the chain attacks (eg. you have 2nd level strong steel and you are at the 3rd attack, the 2nd level animation repeats), the animation does not trigger, and the char remains in idle stance but the damage is applied to the enemy. All the styles, different attack animations and sign casting anims work correctly tho. If you guys want I can post some screenies later. That said I believe until we are given the toolset we can do little to none regarding model editing (I'd really like to be able to use the outfit used for Eskel, Lambert and Leo).
15.12.2007 @ 12:57 #2
If anyone sees or has a MDB plugin I can use with Maya 8.5 please let me know :-)
15.12.2007 @ 18:26 #3
Like the look and what you have done with it. I also am looking forward to getting at the model's themselves..
Keep up the great stuff...
Do not think any of the current "mdb" importers/exporters" work on these models, might have to wait for a release
of a official one,,If they do release one..
P.S. If you create a "dds" folder inside of the "Data" folder you can put the texures in that folder also...
Keeps the data folder cleaner!!
17.12.2007 @ 00:23 #7
@Vinniemc: aye I forgot to put the files into a /dds folder, I actually have one in my /data folder ::)..... ;D I'll update it tomorrow ;)
Kinda thought you did and was not wanting to mention it..haha
I have being playing with my new "duds" for awhile now and it looks great... Good job once again...;;
20.12.2007 @ 17:27 #12
20.12.2007 @ 18:54 #13
EDIT: Ok I checked the files in the archive and they are fine. Dunno what's causing your problem, try to extract again the files and if that doesn't solve it, try to download again the archive. By the way, do you have both cr_witch3_c1.dds and cr_witch3_p1.dds files into the archive?
28.12.2007 @ 17:54 #16
This re-tex seems to change the shirt color on the original armor (the one you get from Vesemir) as well. But the straps on that armor remain brown. The straps on the "Excellent Leather Jacket" are black though.
29.12.2007 @ 17:37 #19
Anyone a clue on how to integrate them into the game?
Admin, maybe you could pin this re-tex and that of the Silver Sord Re-Tex?
Some might be interested in these...
29.12.2007 @ 21:12 #20
Actually the models are different, it's the texture files that are not. From what I understood by messing around with the files both the leather jackets use the same texture template (infact the clothes texture is one for both, while there are 2 belts texture files. In fact there is a slight color change in the belts of the excellent jacket).
All this can be easily explained. If you want to create a "more geared" and a "less geared" version of something, you firstly model the top geared model and UV map it. Then you proceed with removing the parts that you don't need on the "less geared" variant. Since the UV map is the same, you won't have texture misplacement problems (of course granted you made all modelling steps correctly) and the surplus textures parts wont be used since they are on some coordinates that no longer exist on the model, so you can easily create two objects and 2 texture templates to go with them without the need of building 2 models from scratch (actually, to lower the weight of texture file you could just paint the parts you don't need with 100% grey). That said, you can notice this system was used in The Witcher by simply looking carefully at the leather wristbands of the first armor you get, during the dialogs: you will notice that there are some depressed areas of the leather exactly where the spikes are supposed to be. This is due to the fact that not only the texture (specular color is more appropriate) file is shared by the two armors, but also the normal map is.
Sorry I didn't noticed it earlier, but I created the retex while already using the excellent jacket and since I deleted all previous savegames (they use lot of space) I didn't checked it on the previous armor, my bad :(. Unfortunately tho there is nothing I can do to solve it, at least not until I can import the models into 3dStudio and assing to the "Leather Jacket" one a differently named unretextured .dds file.