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Thread: Retexturing an Object Without Converting It

  1. #1
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed

    Retexturing an Object Without Converting It

    I've written a tutorial for retexturing an object by editing the .bin file with a hex editor. It's quite a simple process but there are some important things to be aware of:
    https://dromed.whoopdedo.org/dromed/retexture_objects

  2. #2
    Zombified
    Registered: Sep 2004
    I'm guessing the character limit on the texture filename is 8 for the name, 3 for the extension.

  3. #3
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    There can be more than 8 characters in the filename, although it does help to keep them short because of the overall character limit. NewDark ignores extensions so it may not matter, though I can't think of a good reason for a texture reference to have more than 3 letters (but I did once see a texture reference with no extension).

  4. #4
    Member
    Registered: Oct 2014
    Location: Land of two pubs
    Extremely interesting and useful information. This is great!

  5. #5
    Member
    Registered: May 2002
    Location: Germany
    That's great

    I often use a hex-editor to edit bin-files. But I allways thought, the name of the new texture-file must have the same length that the existing one. That's the reason why I have some same textures serveral times with different names in my missions.

  6. #6
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Quote Originally Posted by Christine View Post
    new texture-file must have the same length that the existing one.
    Wrong !!!

    If you set your hexa-editor in overwrite mod, you can write your new texture name over the original one and have it with the lenght of your desire as long as there is an extension in the name (at least it was in oldDark, according to R Soul, it's now an option) and if you don't cross the byte "01" which is displayed as a square in the text-window. But all the "00" bytes can be overwritten without any further issues !

    If your texture name is too short compared to the original one, you have to overwrite like usual and once you've finished to type your texture name, you just have to click on the hexa-window and replace all the remaining text characters with "00".

    Hopefuly this additionnal info will help ya!
    Last edited by FireMage; 12th Jan 2020 at 12:26.

  7. #7
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    If you set you hexa-editor in overwrite mod, you can write your new texture name over the original one and have it with the lenght of your desire as long as there is an extension in the name (at least it was in oldDark, according to R Soul, it's now an option) and if you don't cross the byte "01" which is displayed as a square in the text-window. But all the "00" bytes can be overwritten without any further issues !
    To be more specific, the texture name can have max 16 characters. The byte that follows - the 17th one - is (usually) a zero, but it cannot be overridden by a name.

  8. #8
    Member
    Registered: May 2002
    Location: Texas
    I did this in the past with debug but unfortunately Windows 10 doesn't have debug. I'll be looking at XVI32 as a replacement though.

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