Ogier Developer Textures

Ogier discussion and questions

Ogier Developer Textures

Postby Amran » Fri Jul 31, 2015 5:10 am

This is a simple texture pack which adds some basic developer textures for use with Ogier. These can be useful to help block out geometry when planning a level.

Image

Download Enclave_DeveloperTextures

There are two files included, DeveloperTextures.xtc and Surf_Developer.xtx.

To install, place these files in the following directories:
DeveloperTextures.xtc goes in ..\Enclave\Sbz1
Surf_Developer.xtx goes in ..\Enclave\Sbz1\surfaces

The textures will then show up under their own 'Developer' tab in Ogier's Surface browser.
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Amran
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Re: Ogier Developer Textures

Postby GaelRomanet » Wed Oct 11, 2017 5:01 pm

I am using Dragon UnPACKer 5 to open the CompiledTextures.xtc file in Enclave\Sbz1 folder.

I am very interested in retexturing the game levels. My only problem is the following; how do I create a new .xtc file? Do you know any tool able to do so?

It seems that Dragon UnPACKer 5 does not allow to modify the content of the CompiledTextures.xtc file in Enclave\Sbz1 folder.
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Re: Ogier Developer Textures

Postby Amran » Wed Oct 11, 2017 11:43 pm

GaelRomanet wrote:I am using Dragon UnPACKer 5 to open the CompiledTextures.xtc file in Enclave\Sbz1 folder.

I am very interested in retexturing the game levels. My only problem is the following; how do I create a new .xtc file? Do you know any tool able to do so?

It seems that Dragon UnPACKer 5 does not allow to modify the content of the CompiledTextures.xtc file in Enclave\Sbz1 folder.


Sounds like you've already tried Dragon UnPACKer to see if the files could be replaced that way. To compile .xtc files you'll want to use XWC_Static which is included in the Enclave GDK download. This download also includes Enclave's surface (.xtx) files which are normally compiled into the games levels. There's some information on this included in the Enclave Examples & Documentation, under Surfaces and Importing Custom Textures.

My suggestion would be to go to the ModDB page and download the following items, then take a look at those two sections of the documentation to get started:
-Enclave Examples & Documentation
-Enclave GDK Version 103
-Ogier Version 101
-Ogier Documentation (PDF & Reference Doc)
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Re: Ogier Developer Textures

Postby AkitoKuno » Wed Jul 04, 2018 1:37 pm

Hi!

What about character models? They are compiled in a .xmd file that contains maya files along with .xtx ones (I learned this by taking a look at the model examples). I wanted to test some stuff so I swapped the knight textures:

https://imgur.com/a/XYKqqLj

https://imgur.com/a/3cJvHdo

When saved my changes, I was expecting the program to simply replace the old .xmd with the new one, but it created a .xtx file instead. So you can create a new package for whatever textures you need for your custom maps, but you are not allowed to change a single bit of information from the default files...

And so, a question arises: How can you make a custom player model? I guess you have to take your .xtx and maya files, compile them on a .xmd and you got it!
But problem is, there isn't a .xmd compiler/decompiler tool...
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Re: Ogier Developer Textures

Postby Amran » Fri Jul 06, 2018 12:40 am

AkitoKuno wrote:Hi!

What about character models? They are compiled in a .xmd file that contains maya files along with .xtx ones (I learned this by taking a look at the model examples). I wanted to test some stuff so I swapped the knight textures:

https://imgur.com/a/XYKqqLj

https://imgur.com/a/3cJvHdo

When saved my changes, I was expecting the program to simply replace the old .xmd with the new one, but it created a .xtx file instead. So you can create a new package for whatever textures you need for your custom maps, but you are not allowed to change a single bit of information from the default files...

And so, a question arises: How can you make a custom player model? I guess you have to take your .xtx and maya files, compile them on a .xmd and you got it!
But problem is, there isn't a .xmd compiler/decompiler tool...


I've actually never looked too much into creating custom models for the game, but I believe compiling them is very similar to the process used for textures.

You'll want to either use the tools within Ogier to set up a new model, or create a .xtx file manually. The .xtx (and related files) can be compiled to .xmd either with Ogier (you can see some buttons to do this in the bottom of your screenshots, they look like stacks with an arrow pointing downwards) or by dragging the .xtx to the XWC_Static window.

For an example, you could open the .xtx files that are included with the model samples. There you'll see a source and destination path for the model as well as some of the other options. These .xtx files can be opened and compiled in Ogier, or compiled using XWC_Static.
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