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MKTEX
Jun 17, 2008 2:07:03 GMT 2
Post by rangers05fan on Jun 17, 2008 2:07:03 GMT 2
Anyone know where i can get the MKTEX that is shown in the tutorial on how to import custom paint scheme's into Nascar Heat. The link is broken in the tutorial. I was also wondering, if i would need to make a new model, or just replace a paint job on a pre-made car already.
Thanks,
Rangers05fan
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trane
New Member
Posts: 7
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MKTEX
Jun 17, 2008 5:11:49 GMT 2
Post by trane on Jun 17, 2008 5:11:49 GMT 2
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MKTEX
Jun 17, 2008 8:46:38 GMT 2
Post by raybee1970 on Jun 17, 2008 8:46:38 GMT 2
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MKTEX
Jun 17, 2008 19:44:03 GMT 2
Post by rangers05fan on Jun 17, 2008 19:44:03 GMT 2
Can anyone post something step by step on how to add in a mod, i have a TGA file that i just saved in Photoshop. Is there any specific resolution i need to save it as?
And it would be really appreciated. I have tried to tutorial on the website but it wasnt really in depth on how to do it. By the way, does anyone know if it is possible to do manual pit driving online? and if there is, could someone explain how to do it?
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MKTEX
Jun 17, 2008 23:51:19 GMT 2
Post by Administrator on Jun 17, 2008 23:51:19 GMT 2
What do you mean by "make a new model" ? Making a new 3D car model ? You certainly don't have to make a 3D model to put a custom car paint to a mod. And you don't need to replace a pre-made car. You can just add a new paint (= car on driver list screen) to a mod by first creating that car paint and then adding a new, corresponding table entry to drivers.txt. The tutorial explains en detail how to do that. To avoid replacing an already existing car, just chose a number for your paint that is not already in use with the mod. You can check drivers.txt for which numbers are in use - The paint needs to have size 256x256 or 512x512 or 1024x1024
- save the paint as 24 Bit uncompressed TGA
- follow the tutorial, starting on step 8
- replace MKTEX by WINRESTOOLSWIZARD, as it's easier to use
... I really don't have any idea what more depth on the tutorial you're looking for It is step-by-step, without missing any step About pitting manually online: easily done You just have to setup the server to " autodrive no"
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MKTEX
Jun 18, 2008 17:10:19 GMT 2
Post by rangers05fan on Jun 18, 2008 17:10:19 GMT 2
Well i got it to convert and put them into the paint.res file, but the only problem is when i play in game, the textures are way to small for the car. I am using the NHRL COT mod, maybe that has something to do with the size?
Also i wanted to ask how to add a .img file for the new drivers that i added. Because when i am on the car selection the cars dont show up, so does anyone know where i can locate the .img files for the drivers?
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MKTEX
Jun 18, 2008 23:19:20 GMT 2
Post by Administrator on Jun 18, 2008 23:19:20 GMT 2
Textures being too small ... now that sounds strange; I couldn't even imagine what that would look like in the game ? You're using COT templates that are specific for use with this mod, right ? Does parts of the car show up red, as if without texture ? Or doesn't the paint show up the way you had thought it would be ? If that's the case, a possible cause might be that the TGA was saved top down... TGA can be saved 2 ways: either coordinate 0,0 is top left or bottom left. It has to be bottom left to show up right in NHeat The images on driver selection screen are stored in UI.RES. So if you intend to add an custom image to the mod, you should place it in UI.RES as well; you'd have to call it in drivers.txt explicitly: ui_image yours.img To even add some more customizing: You could make your own in custom pitcrew. It's kind of the same way as adding a image to driver selection screen
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MKTEX
Jun 19, 2008 18:31:02 GMT 2
Post by rangers05fan on Jun 19, 2008 18:31:02 GMT 2
Thanks again! Yeah i found out the problem with the textures on the car, i wasn't using the car of tomorrow templates, which is why it was messing up. Also about the .img files, i cant thank you enough haha, i have been looking for 2 days trying to locate them, you're a life saver Also do you know the correct size for the .img files? for the drivers, cause i dont know what size to make it.
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MKTEX
Jun 19, 2008 23:32:35 GMT 2
Post by Administrator on Jun 19, 2008 23:32:35 GMT 2
Unfortunatly I don't know the size of the images on driver selection screen. I had used 445x350 size for GroupC mod; guess about that size that would do for most mods
You could easily find out the right size yourself: Make a screenshot of driver selection screen (ALT+PRINT keys) and load it to your graphics program (CTRL+C). Then crop the part of the image that you want to use for your custom IMG
Now create a blank image, fill it with one color (red for example) and add to driver selection screen; You'll see how the size fits in to the mod immediatly - and you get an idea where your image will be placed on the screen (starting point)
Once you have got the right size for the red image, use it as background layer for the screenshot you have made first (using layers). That gives you all info you'd need to create a perfectly sized custom IMG
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MKTEX
Jun 20, 2008 2:55:43 GMT 2
Post by rangers05fan on Jun 20, 2008 2:55:43 GMT 2
Just one more thing, when i create the file, it goes into the game fine, but now there is a white background behind it. I made it transparent in photoshop, but since it NEEDS to be a .tga file, it brings the white background in game.
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MKTEX
Jun 20, 2008 13:23:04 GMT 2
Post by Administrator on Jun 20, 2008 13:23:04 GMT 2
You have to use MKTEX with option /a to preserve transparency to the IMG file
mktex file.tga file.img /a
would be how to use it. Or click on the right checkbutton in winrestoolswizard ;D
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