different textures on beastmaster summons

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when you take a look at the attached picture you will notice 1 thing:
they use different textures on different terrain.
But the "strange" thing is: you can only find 1 skin for the boar and the hawk model in the mpq and their skin color is not changed by tinting.

That´s why I ask how it is possible and if you could use this effect on a custom model.
 

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Level 26
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Jun 15, 2006
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2,651
I found out that it has something to do with the texture or with the texture path.

Edit 1: When I just imported a custom model which uses the brown bear texture it changes it´s skin based on the tile set, but when I import a bear texture to the brown bear´s texture path it always keeps the same texture on every tile set.

Edit 2: I also imported the normal brownbear texture as a custom texture and noticed that the skin did not changed. So it does not have something to do with the texture itself, but when you import a custom texture you will loose the effect :/
 
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I found out that it has something to do with the texture or with the texture path.

Edit 1: When I just imported a custom model which uses the brown bear texture it changes it´s skin based on the tile set, but when I import a bear texture to the brown bear´s texture path it always keeps the same texture on every tile set.

Edit 2: I also imported the normal brownbear texture as a custom texture and noticed that the skin did not changed. So it does not have something to do with the texture itself, but when you import a custom texture you will loose the effect :/

actually what you just said is very important. There are some flags unknown in BLP files. Perhaps the Brown Bear Skin has something to do with it.
 
i think the hawk is on another texture together with something else, not sure though...

rgarding what you posted:
It can't be .mdl edit, as you did not set anything special to the model, just used the texture.
It can't be a .mpq thing, as otherwise the imported bear skin would have changed aswell.

So only thing would be that its hardcoded somewhere in the engine that those three textures are used that way

or

there is something written in the .blp which makes this happen
is there any tool which converts .blp to into something you can read (like .mdl)
 
Edit 2: I also imported the normal brownbear texture as a custom texture and noticed that the skin did not changed. So it does not have something to do with the texture itself, but when you import a custom texture you will loose the effect :/

This last statement is the key, don't you guys see it?

A normal texture works but a custom with same path and everything doesn't. Why would that be I ask? obviously because our BLP converters don't support some aspects hidden within those BLPs. Therefore, the texture doesn't change according to Tile.

In Wc3c there's the BLP Format and there are about 8 flags which haven't been reversed engineered.

xXm0RpH3usXx: There's no text format of a blp. However, we could check it with a hex editor.

EDIT: checked with the Hex Editor, nothing special has been seen.
 
People, I've found those special skins. In the war3x.mpq, you'll find some extra mpq's which have alphabetical names like A.mpq, B.mpq and so on.

The purple bear skin and the purple hawk skin are located in A.mpq
The orangebrown quillbeast skin is located in B.mpq
The winter skins of the bear, the hawk and the quillbeast are located in I.mpq
The other letters include duplicates of the above skins.
 
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