Discussion in 'Mod Discussions' started by Raevn, June 15, 2013.
i need this fixed >:O
You could try to do it yourself if you need it this much.
i have no clue how to code at all
Thank you so much!
This is awesome!
How did you do it?
Sorry for being so late
My e-mail notification for this thread hasen't worked till today.
I'll check and fix my .Blend file the next days and upload it with a detailed description right in the material.
I've updated the Blender-file and will upload it soon.
I've seen that not every model works with the importer.
your going to fix this?
Hope we will see a version 0.6 of the importer, so we can import more (maybe all) models (maybe with the animations).
How to use:
Instal from file
check if it's checked
Data stored in:
Import model (not every model works):
Planetary annihilation model (.papa)
save textures (outside Blender):
make a sinle user copy of the material for every unit type!
Append the textures to the material
If you want to know how it works don't be afrait of taking a look deep into the material.
The shaders are just Node-Groups you can look into with [TAB].
And if you find something to make the material better than make it better and upload it for other users.
It's a mix between "try and error" and reading the thread about specs for modding. (there is a difference between the described color meaning and how they are used; i think its a problem with the papatextureeditor)
you can look into the material node-Groups in my updated file with [TAB] if you are interested.
Nope, i can't code, too.
Oh, it could very well be that I mixed up the colour channels for certain texture formats. Most of those were greyscale, so I didn't have much to go on. Do you have an example of that? Though you might want to post that bug in the texture editor thread.
I was asking how the original person made it. It worked fine for me on blender 2.71.
I built on the work of @LennardF1989 to fully reverse-engineer the format by looking at patterns along with some guesswork on what the data structures were. The process can be seen here: https://forums.uberent.com/threads/unofficial-papa-file-format.46767/
The release of the papadump tool was especially useful for this.
Your link doesn't work......
with original texture:
I've got to switch over the color of the unit and terrain textures like this:
In the texture | what it should be
Red | Blue
Green | Green
Blue | Red
with edited texture:
With the new combined colorchannels everything workt like dikribed in the specs.
Oops, made a slight mistake copying the link. Correct one. Anyway, doesn't matter.
I fixed the colour bug on GitHub, but I'm unable to compile it for Windows at the moment because of trouble with the wine package. You seem to have a workaround already anyway.
Just give me a hint if you fix the win version so I can update my blend file to delete the workaround.
@everyone who uses my blend file not on win, but with the corrected textures:
Just [tab] into the material and reconnect the nodes shown above in straight lines.
So is there no way to get into the textures?
Just the models?
Separate names with a comma.