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Melkor
03.04.2014, 19:26
Wenn ich die gewünschte Figur, in diesem Fall der Held, aus dem Ordner ins Format .jpg expotiere und dann mit Photoshop oder sonstigen Programmen bearbeite habe ich danach das Problem, dass wenn ich die Gesichts-Textur wieder impotieren will immer die Fehlermeldung kommt: "Größe stimmt nicht überein!"
Das heißt warscheinlich, dass ich mir die Texur wieder ins Format .tex umwandeln muss. Nur wie? :D

Milky-Way
03.04.2014, 20:59
Willkommen im Editing §welcome

Beschreib bitte ganz genau, Schritt für Schritt, was du bereits gemacht hast.

Gothic 1 oder Gothic 2?

Modkit installiert?

Aus welcher Datei / welchem Verzeichnis hast du die Textur mit Goman exportiert?

Welche Auflösung (Pixel mal Pixel) hat die Datei nun?

In welchem Format hast du die Datei (mit Photoshop) gespeichert?

Hast du danach noch etwas gemacht?

Wann kommt diese Fehlermeldung? In welchem Programm? Bei welcher Aktion?

Melkor
04.04.2014, 12:34
Ich benutze GoMan 0.93 für Gothic 2 dNdR.

Ist das Modkit so wichtig? Ich kann die Datei ja auch so öffnen.

Also ich starte ganz normal Goman gehe dann auf >Datei< >öffnen< und suche dann: Gothic II/Data/ und öffne die Texures.vdf Datei.

Dann sehe ich die ganzen .tex Dateien. Ich suche mir die Textur die ich verändern möchte (HUM_HEAD_V17_C0-C.TEX). Klicke auf sie. Dann oben wieder auf >Datei< >Export<.
Dannach wähle ich den Ordner wo ich sie haben möchte und exportiere sie als JPEG.

Dananch bearbeite ich sie ganz normal mit Photoshop, ändere aber nichts an der Größe vom Bild. Ich habe sie auch wieder im normalen Format, also JPEG gespeichert. Die Datei hat auch noch immer 256x128 Pixel

Wenn ich sie dann in GoMan durch die originale Gesichtstextur ersetzten möchte klicke ich rechtsklich auf die original Textur und wähle dann >Ersetzen (durch Datei)<. Dann klick ich auf die veränderte Textur und klicke auf >Öffnen<.
Dann bekomme ich gleich die Fehlermeldung.

OldCoin
04.04.2014, 12:39
Dein verändertes Face nicht als JPG sondern als TGA abspeichern.

Silvestro hatte es mal recht gut beschrieben.



Wie bringe ich die Gesichtstextur ins Spiel?

Am einfachsten wäre es, die Gesichtstexturendatei einfach gegen eine vorhandene auszutauschen, die du für deine Mod nicht brauchst. Das geht mit dem Programm GoMan, das du dir hier bei den WoG-Downloads runterladen kannst. Nun öffnest du GoMan und öffnest die Datei Textures.vdf, die du im Data-Ordner in deinem Gothic-Ordner vorfinden solltest. Nun öffnet sich eine Liste von Texturen. Hier suchst du dir die auszutauschende Gesichtstextur aus. Die Gesichtstexturen beginnen in Gothic 2 mit HUM_HEAD....TEX. Klicke auf die Datei einmal, sodass sie ausgewählt ist. Nun öffnest du deine Gesichtstextur, die im TGA-Format sein muss. Nun erscheint das Bild deiner Textur im Fenster. Ausgewählt ist jedoch immer noch die Gothictextur in der linken Spalte. Nun rechtsklickst du die ausgewählte Gothic-Textur und klickst auf "Ersetzen (durch Bildpuffer)". Und schon hast du die alte Textur durch eine neue ausgetauscht. Es gibt natürlich auch einen Weg, völlig neue einzufügen, aber ich denke, da du, wie du ja selber sagtest, noch ein Frischling bist, sollte diese Methode ausreichend sein ;)

Melkor
04.04.2014, 12:50
Dein verändertes Face nicht als JPG sondern als TGA abspeichern.

Silvestro hatte es mal recht gut beschrieben.

Ok, versuch ich mal ;)

Melkor
04.04.2014, 12:59
Hat geklappt aber jetzt habe ich 2mal die Gesichtsfigur des Helden. 1mal die original und ein 2. mal die Veränderte wo beim Namen hinten (e) dran steht.

Melkor
04.04.2014, 13:12
Es wird im Spiel nicht übernommen?
Darf ich Grafik- und Texturenmods drinnen haben?

Milky-Way
04.04.2014, 14:04
Hat geklappt aber jetzt habe ich 2mal die Gesichtsfigur des Helden. 1mal die original und ein 2. mal die Veränderte wo beim Namen hinten (e) dran steht.
Du hast in der Textures.vdf nun also noch die alte Gesichtstextur und zusätzlich die neue, aber unter anderem Namen? Damit die neue Textur verwendet wird, muss sie den selben Namen haben. Hast du dich dabei genau an die Anleitung im Zitat gehalten? Ggf. mal probieren, Goman "Als Administrator" auszuführen.


Es wird im Spiel nicht übernommen?
Darf ich Grafik- und Texturenmods drinnen haben?
Das kann man nicht pauschal sagen. Wenn die eine .vdf mitliefern, in der die Gesichtstextur drin ist, dann wird nicht deine, sondern deren Textur verwendet.*

* Ausnahme: die andere .vdf hat ein älteres Datum (nicht das Datum aus dem Explorer) - wenn das so wäre, würden aber gar keine Texturen daraus verwendet.

Dalai Zoll
06.04.2014, 08:26
Das Prob könnte auch sein, dass deine neue Tex nicht compiliert ist. Sie compiliert sich ja nicht deshalb, nur weil du sie in C-TEX umbenennst.
Ich habe nicht gelesen, dass du deine neue Tex -TGA wieder in C_TEX umgewandelt hättest.

Die Gesichtstexturen haben ja auch oftmals das Problem. dass sie sich nicht beim parsen compilieren, sondern erst, wenn man die Tex auf einen Stein legt (bsp) und einmal startet, (dann kann man den Stein wieder rausnehmen.)

mathúin
04.10.2015, 20:08
Sorry for upping the thread, I'm using GoMan 0.93 and I'd like to know if there's any way to open more than one .tex file at once.

As the software is in German, I honestly don't know all items meanings. Thanks in advance.

Milky-Way
05.10.2015, 00:08
Sorry for upping the thread, I'm using GoMan 0.93 and I'd like to know if there's any way to open more than one .tex file at once.

As the software is in German, I honestly don't know all items meanings. Thanks in advance.

I have not spent much time using GoMan, but I think it is not possible.

What are you trying to do? Maybe there's a good alternative.

mathúin
05.10.2015, 08:19
I'm translating L'Hiver Edition from Polish to English, and obviously I need to change stuff like loading and menu screens which are in Polish. I'd like to check all files in the textures folder of the MOD to be sure I won't miss anyone.

There's a faster way?:p

Milky-Way
05.10.2015, 16:01
I'm translating L'Hiver Edition from Polish to English, and obviously I need to change stuff like loading and menu screens which are in Polish. I'd like to check all files in the textures folder of the MOD to be sure I won't miss anyone.

There's a faster way?:p

Convert all to .tga by first unpacking (Gothic vdfs) and then converting (Gothic ztex). Use some kind of thumbnail view to see which textures you need.

mathúin
05.10.2015, 17:40
And what would be the difference between using GoMan to converto to .tga and this ZText? Moreover, where can I find this tool? It's in English?

catalinux
05.10.2015, 21:50
And what would be the difference between using GoMan to converto to .tga and this ZText? Moreover, where can I find this tool? It's in English?

With ZTex (http://www.bendlins.de/nico/gothic/GothicZTEX.zip) you can batch convert, once you have extracted all .tex with GothicVDFS.

The Readme file is in English.

mathúin
10.10.2015, 18:51
Tried that tool, it doesn't convert at all, some .tex files are missing.

Milky-Way
11.10.2015, 08:06
Tried that tool, it doesn't convert at all, some .tex files are missing.

What exactly have you done?

It is not supposed to generate .tex files for you, but .tga.

I have used it before (for Gothic 1 and II) and did not encounter problems, so it is possible to get it to work.

mathúin
11.10.2015, 08:39
Look at the image.

http://i.imgur.com/zyAHGNX.png

That's the original folder with the .tex file, all those other files you see are what I got after using the tool. I checked every single file and some are missing, for example the .tex STARTSCREEN-C (the one of the main menu) file haven't been converted to .tga.

Maybe it's in one of those folders?

P.S.: It's not a problem at all in the end, I can always convert it using GoMan, if only some few files miss it's not a big deal. Can you give me a guide in English for GoMan? Thanks, Milky!;)

Milky-Way
11.10.2015, 17:36
Gothic ztex puts "known" files into folders. By "known" I mean that they are G1 files and mentioned in a list. When using it for Gothic 2, it will only be able to match those .tex files with the list that have a file of the same name in Gothic 1. Startscreen-C.tex is such a file. So it should be in one of the folders indeed. (subfolder of the "Desktop" folder most likely)
Maybe a tool that allows you to search for files would be useful for you. It's much faster and more complete than a manual search :)

mathúin
11.10.2015, 18:56
Yeah, thanks, but you forgot the English guide to use GoMan.:D

Milky-Way
11.10.2015, 22:16
Yeah, thanks, but you forgot the English guide to use GoMan.:D

I am not aware of any existing guide and I definitely do not have the time to write one, sorry.

mathúin
15.10.2015, 10:51
I was trying to convert a .jpg file into .tex with GoMan, but here's what I got.

http://i.imgur.com/iX7GlOA.png

What does it mean? What I'm supposed to do?

Frank-95
15.10.2015, 11:29
Generally, is never a good idea to compile file with other tools than gothic itself

Milky-Way
15.10.2015, 15:47
The message tells you that it doesn't have the correct resolution. both sides (horizontal and vertical) need to be powers of 2 (in pixels), and at least 4. So 512x1024 is fine since 512 = 2^9 and 1024 = 2^10, but 513x1024 would not be fine because 513 is not a power of 2.
The reason behind is that Gothic will only produce .tex of these dimensions, so anything else will be stretched or squeezed if I remember correctly. So GoMan tries to prevent the result from being different from the original.

mathúin
15.10.2015, 17:17
The image I want to convert has 1024x768 resolution, what can I do then?

Milky-Way
15.10.2015, 17:22
The image I want to convert has 1024x768 resolution, what can I do then?

When you convert it using GoMan or Gothic, the aspect ratio will change. If you are fine with that, you can either:
a) let Gothic convert it
b) resize the image yourself and use Gothic (or GoMan)

If you do not want the aspect ratio changed:
a) crop the image and use Gothic (or GoMan)
b) I vaguely remember a tool (by NicoDE?, not zTex) to convert into .tex that may not change the aspect ratio. I do not know what to search for and don't have the time. It might also be that what I remember is doing something else.

mathúin
15.10.2015, 18:15
Honestly? I didn't understand a damn thing you said, if the image is not of that resolution you mentioned, GoMan doesn't allow me to convert into .tex. Don't you think?

Moreover, let me get this point: you always say you don't have time... you don't have time to search for a tool, you don't have time to write a guide for GoMan but you do have time to answer on the forum? It's quite funny.

NicoDE
15.10.2015, 18:54
He is referring to the zTexTools (http://www.bendlins.de/nico/gothic2/ztextools.zip) that include converters for *-C.TEX to *.DDS and back.

Milky-Way
16.10.2015, 00:00
Honestly? I didn't understand a damn thing you said, if the image is not of that resolution you mentioned, GoMan doesn't allow me to convert into .tex. Don't you think?
If you don't understand an explanation, feel free to ask specific questions about the parts you don't understand. It is correct that with the current resolution, GoMan won't let you convert it, so I gave you options to circumvent it. Some include changing the resolution in different ways.


Moreover, let me get this point: you always say you don't have time... you don't have time to search for a tool, you don't have time to write a guide for GoMan but you do have time to answer on the forum? It's quite funny.
Writing an answer might take 2 minutes. Looking for a tool the name and precise function of which I do not know can take forever (what would I even search for?). Since I didn't have additional information, you might as well spend your time searching for it. (Or, as I hoped, someone else knows what I'm talking about)
Writing a tutorial is something else entirely, especially if you don't have any clear purpose in mind. It should be obvious that describing every function of GoMan and what it may be used for will take a lot of time. Answering what a specific function does is faster.

Frank-95
16.10.2015, 11:43
Honestly? I didn't understand a damn thing you said, if the image is not of that resolution you mentioned, GoMan doesn't allow me to convert into .tex. Don't you think?

We, calm down dude. He answered you, if you didn't understand, perhaps ask again so he may try to be more detailed. Here people answers during their spare time, if they like, so easy on the ego...

catalinux
17.10.2015, 07:28
To convert a image from another format (supported by GoMan) to .tex, you load the image in GoMan and you use the function "größe ändern" to resize the image (the height and weight must be the same, and multiple of 2, as Milky-Way already said).

EDIT: To see the change inside the game, if the image is named title.png, and the output is title.tex, you have to rename title.tex to title-c.tex, and copy title-c.tex to ../_work/data/textures/_compiled/

mathúin
15.03.2016, 22:00
The message tells you that it doesn't have the correct resolution. both sides (horizontal and vertical) need to be powers of 2 (in pixels), and at least 4. So 512x1024 is fine since 512 = 2^9 and 1024 = 2^10, but 513x1024 would not be fine because 513 is not a power of 2.
The reason behind is that Gothic will only produce .tex of these dimensions, so anything else will be stretched or squeezed if I remember correctly. So GoMan tries to prevent the result from being different from the original.
So, which resolutions are accepted by GoMan?

Milky-Way
15.03.2016, 23:49
You quoted my post that explains it, so what exactly is your question about?

catalinux
16.03.2016, 06:10
Not sure if 2x2 or 2x4 are accepted by ZenGin. (anyway, it would look like crap)

But starting with 64x64 or 64x128 you should be fine. Up to 2048x2048.

mathúin
19.03.2016, 22:17
If I put in GoMan a picture with a 2048x2048 resolution, the game will "exploit" all that number of pixels? I mean, I'd notice relevant difference if I put instead a, don't know, picture with 1024x1024 resolution?

catalinux
20.03.2016, 00:10
If I put in GoMan a picture with a 2048x2048 resolution, the game will "exploit" all that number of pixels? I mean, I'd notice relevant difference if I put instead a, don't know, picture with 1024x1024 resolution?

Yes. Still, it depends if the model or mesh really needs a higher resolution.

Milky-Way
20.03.2016, 00:44
Whether the game really gets to "use" that resolution depends on where the texture is used. Suppose the player has a screen resolution of 1920x1080. And suppose that somehow he manages to zoom in such that only the bottom right quarter of your face texture is on display. Even in this extreme situation, the height of 2048 pixels of the texture is enough (bottom half of the textures -> height of 1024 to fill a display height of 1080 pixels). In usual circumstances, the face of an NPC will take up at most maybe 500x500 pixels on the screen of the player? Suppose in these situations about half of the texture is visible, then still 1024x1024 would suffice for a "pixel-by-pixel" display in game.

Of course, this explanation is overly simplistic, but I think sometimes it's worthwhile considering using a decently sized texture (e.g. 1024x1024) to benefit from smaller size in memory and avoid having Gothic downscale it. It's a case by case decision and of course also depends on the player's screen resolution and in particular on how the texture is scaled on the mesh, think e.g. of a texture on a mountain, how often does it repeat itself? If you put on the texture with very small tiling, then the texture itself doesn't need as high of a resolution. If the texture without tiling covers half of a mountain, then the player may see a tiny part of the texture covering almost all of the screen, and you might need a high resolution to make it look nice.

mathúin
23.03.2016, 21:37
Ehm... I tried to put a 2048x2048 picture as main menu screen in my version of L'Hiver Edition, but in game I only get a blank black screen, with only New game, Load game etc. visible. What's happened? I saw, from GoMan, that Russian L'Hiver Edition start screen is 2048x2048, and it's correctly displayed.

UPDATE: I found out the problem was the color depth of the picture, it was 32 bit, I changed it to 24 and now it's displayed properly. Maybe Gothic can't manage 32 bit pictures? Only 16 and 24?

A question still remains: shouldn't Gothic scale the picture automatically, according to the resolution in use? Because that's how I see in game the picture. It's all stretched.
http://i.imgur.com/dwe10Ei.jpg

And here's how it's if I change the resolution to 2048x1204 instead of 2048x2048.
http://i.imgur.com/JyDnWv2.jpg

Milky-Way
23.03.2016, 23:30
The second link doesn't work for me. Could you check it please?

mathúin
24.03.2016, 07:18
I can see it. Try this.
http://s9.postimg.org/y07bobtjy/Jy_Dn_Wv2.jpg

catalinux
24.03.2016, 12:28
A question still remains: shouldn't Gothic scale the picture automatically, according to the resolution in use?

Gothic WILL scale the picture automatically, according to the resolution in use.

And here is the trick, and also the problem.

Old dispays were using the 4:3 ratio, most of the newer displays are using either 16:10 or 16:9 ratio. Let's say you want a picture to be displayed correctly on a 16:10 display. You load that picture which has a 16:10 ratio in GoMan, and than you convert it using GoMan to 2048x2048. As a result, your picture will look perfect on a 16:10 resolution, but distorted on any 4:3, 10:9 or other resolution.

mathúin
24.03.2016, 12:54
I actually play on a 16:10 resolution (1440x900 to be more precise), don't understand when you say "convert using GoMan...". I didn't convert it, my picture was native 2048x2048 and once put it in GoMan I only exported to .tex. Didn't touch anything else.

catalinux
24.03.2016, 16:10
my picture was native 2048x2048

A native 2048x2048 picture is 1:1, so it will look distorted on your 16:10 display resolution.

You need a 16:10 picture (1440x900 for example), and convert it in GoMan to 2048x2048. This way the picture will not look distorted when loaded by Gothic.

mathúin
24.03.2016, 17:09
Something isn't clear: what's the sense of converting to 2048x2048 in GoMan a picture that natively had already that resolution? I mean, I have this 2048x2048 image, I resize it to a 16:10 or 16:9 resolution (as you said) and then I set it to 2048x2048 again? Wouldn't I get a drop of quality in return?

And, above all, if I chose to put a 16:10 image, how people who have a 16:9 (or even 4:3) monitor will see it?

Milky-Way
24.03.2016, 17:31
The same picture will never look the same when the aspect ratio changes.

If you have a 2048x2048 picture it will essentially always be distorted because hardly anyone has a square screen. If you have an image with 16:10 ratio, then it may be stretched for the conversion to .tex in GoMan (say, to 2048x2048), but when it is shown in game, the distorted 2048x2048 is shrunk back to the original 16:10 ratio that corresponds to the original .tga. There probably is some loss in quality, but at least the proportions are right.

mathúin
24.03.2016, 21:52
So if I put in GoMan a 1900x1200 image and convert it in GoMan even using a lower resolution (1024x1024 for example), in game it'll always appear in its native resolution (1900x1200)? We can say that the GoMan step is kind of relative?

Milky-Way
24.03.2016, 23:12
So if I put in GoMan a 1900x1200 image and convert it in GoMan even using a lower resolution (1024x1024 for example), in game it'll always appear in its native resolution (1900x1200)? We can say that the GoMan step is kind of relative?

We are talking about loading screens and the startscreen. (It's different for other textures.) They will always be used ingame in the resolution chosen as screen resolution in the game settings. Now, if you happen to match that resolution with your .tga (say 16:10), then it doesn't matter as much if GoMan stretches it to 1024x1024 since the game will "re-stretch" it to the resolution chosen ingame (16:10); the aspect ratio ingame will be as it was in the original .tga. If the player then changes ingame resolution from a 16:10 to a 16:9 aspect ratio, then proportions will appear slightly off - it's a 16:10 texture stretched to fit a 16:9 resolution.

Neither the original .tga nor the resolution chosen in GoMan affect the aspect ratio the textures are stretched to ingame. Only the resolution chosen in the settings matters for that.

mathúin
16.07.2016, 18:02
I used GothicZTEX to convert from .tex to .tga. It's categorized them too. I have fonts, menu folders ecc., can anybody explain how many fonts the game uses?

http://115.imagebam.com/download/C5k_4xHaZwks0QlgQg6GOA/49529/495289927/fonts.png

http://115.imagebam.com/download/j0_KXpCGddUsKha9s77iHw/49529/495289928/fonts1.png

Why in the second picture Marcello's version doesn't have the Font_10_Book_Hi? Hi stands for? And why in L'Hiver Edition vdf there also those .fnt files?

Lehona
16.07.2016, 18:26
Well, there's a couple of different fonts, but you have so many different ones, because Gothic can't really do a lot with them. The numbers correspond to font size and HI means highlighted (e.g. when you have them currently selected in the menu).

He probably didn't include the font you mentioned because it's not used anywhere? I don't know.
I don't think Gothic can handle .fnt-files, but I'm not 100% sure.

Milky-Way
16.07.2016, 18:34
I think the .fnt files tell Gothic which pixels correspond to each letter, they should also go into the _compiled folder.