SR2 Retexture Help

I mean it's part of the texture, much like the wood is part of the handle in this bitmap.

If you're seeing what I think you're seeing, the reason that the clip is in the same map as the wood is because it's a memory saving trick.

How're you trying to modify the bitmap you've found?

(Also, I believe the g_peg is what you want to be extracting from, but Knobby could confirm for sure.)

The peg file contains data that we need to pick the right data out of the g_peg, so our current tools for SR2 need both files.
 
Ah, that makes sense.

I was giving this some more thought and trying to think of reasons why "ak2_me.tga_0.png" wouldn't be affected of your changes, and it's possible the reason for that might be a result of it existing in the always loaded pegfile. The alwaysloaded is where we try to put textures that are used in lots of places as a means to save memory.
 
Ah, that makes sense.

I was giving this some more thought and trying to think of reasons why "ak2_me.tga_0.png" wouldn't be affected of your changes, and it's possible the reason for that might be a result of it existing in the always loaded pegfile. The alwaysloaded is where we try to put textures that are used in lots of places as a means to save memory.
This is what I was thinking as well.
 
Well, I never saw that bitmap.

The way I'm trying to modify it is with PegTools, it's purely 3rd party before Volition started to help modders, you just need the g_peg and peg of a texture, like the p_ak47. It extracts the textures themselves, mostly it's main, normal map and specular.

I use GIMP to change the textures, never knew about that bitmap.
 
I just did some poking around and confirmed that ak2_me doesn't live in the alwaysloaded.

The sourcemesh (named p_ak47.smeshx) and it contains a reference to ak2_me.tga, as does it's companion .peg file both look correct, so it seems like you've got everything identified correctly.
 
The "ak2_me.tga_0.png"? I did try changing it, but I see no changes on the wooden parts of the AK47, that's what I meant to say at the start.

You guys can test it out? Want the necessary files for it?
 
Crashes are usually related to bad data. This can be just about anything from bad table file data to bad models/textures. Unfortunately there isn't much to narrow it down in a release build.
 
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