As i understand there is a problem of not being able to use all stock textures for mapping, and the complaining about the crosshairs.
I may have a solution for you guys, it's called texmod
What can this program do for ut3
- extraction of Textures for later importing into Unreal editor, including alpha's.
- Injecting Custom Fonts, icons crosshairs, skins. etc
* all this without permanent change.
there will be no more complaining about the crosshairs since you can create your own.
You can now import textures from maps (cooked packages) into unrealeditor
Downsides:
- all the modification (the injection part) will be clientside only
- could potentially be used for getting an advantage over others, but it will
be highly unlikely to be exploited
first of all: there aren't that many textures that affect gameplay, there are no alpha's to be edited that would make walls invisible or something like that
lightmaps are hard to alter, changing it to your advantage will be very difficult
also because maps cycle in online play.
Also which moron would browse through over 2400 loaded textures with every new map
I'll first explain something about the program:
The program was designed for use with Tomb raider legends, people wanted to mod but they were unable to, someone created this little app. it can find and show all loaded textures currently loaded a directx9 application
The program can extract those textures to you harddrive, in .bmp .dds, .png and more.
When you extract it, the program will create a little txt file, texmod.log, it will contain the checksum of the texture (thats how it finds the texture in the memory) and the file location of the extracted texture
With that file you can create a package, that package will contain the checksum and the (edited) texture
when you load that package into the program and run the game through package mode, texmod will monitor the memory the game uses, when it a checksum matches with the one in the package, texmod will write the (edited) texture to memory, changing the orginal texture.
No gamedata is being altered.
You can download Texmod at the following locations:
http://www.tombraiderhub.com/tr7/mod...oad/texmod.zip
http://files.filefront.com/Texmodzip.../fileinfo.html
Now let's extract some textures, startup texmod:


when the game is loaded you will notice, red text in the upperleft corner
Press + and - on your numpad to browse through all the loaded textures
Go to instant action, startup the map in which you want a texture to be extracted. go stand in front of that texture, and start browsing trhough the loaded textures, the texture in front of you will turn green when it's selected.
Now press F11 to save the selected texture to your harddrive
Repeat for other textures
It's better to press and hold the + button until you see the texture in front of you flash green, if that happens, release the + button, and go back until you have the texture selected. it's a lot faster then checking every texture one by one (most of the times over 2500 textures are loaded)
Now that they are extracted you can probably import them into UnrealED
Now for changing textures, the crosshair for example:
Use the same extraction method as above, look for the texture which turns your crosshair green, then save that texture to your harddrive
quit the game and go find the texture, you will probably be suprised to see a white texture with a little green dot onto it, don't be. the crosshairs are located in the image, but they are alpha's.
Next you will need a Program that can handle .bmp's with alpha channels in them, that would be photoshop for example.
load the image into photoshop and deselect every channel, now select the Alpha 1 channel, all the nice 'little' crosshairs will popup

from here you can alter the image in photoshop if you'd like, but i prefer Paint
let's extract the texture to paint.
with only the alpha channel visible, select the image and copy it, now open paint and paste the texture in, make your alterations and copy it.
Now go back to photoshop, select entire alpha channel and press delete
The old alpha is now gone. now paste the new alpha channel into it's place.
Backup the orginal texture (you don't want to be re-extracting the crosshair texture over and over again)
and save the texture
NOTICE: The filename is important, it must contain the checksum, otherwise texmod won't be able to create a tpl package. so keep the orginal filename
when you extracted the texture a file called texmod.log was appended.
it's content will be this:
0xBE5D041C|E:\texmod\Out\UT3.EXE_0xBE5D041C.bmp
(file location may vary)
Left you see the checksum texmod will be looking for and right you will see the location of the edited texture on your harddrive.
the more textures you extract, the more entries you will be seeing in tis file
So why does it do that?
It is possible to create tpl packages with multiple edited textures in them
For example you want to alter the textures of the entire GUI, one way to do it is making packages with each contain 1 edited texture, better would be to haev 1 file with all the neccesary textures in them.
If you only want 1 texture edited and you have a large texmod.log file, create an empty .log file, paste the texture information of that texture from texmod.log to <younameit>.log
Now let's continue with those packages i was talking about
we need to create packages which texmod can load in order to alter the textures ingame. it saves them as .tpl files
To create them following the screenshots below:

when it's saved we can load the package and enjoy the changes:

when sucessfull the result may look like this:

keep in mind to keep the centers of the crosshairs as they are now, otherwise you will end up shooting with an offset
To make it easy for you guys, i made a .zip file, with the texmod.log and the texture of the crosshairs, saves you guys the trouble of extracting it
don't forget to change the file location of the texture in this texmod.log
It currently points to E:\texmod
open up texmod.log in notepad, and change the file location to location of the extracted file from the zip
For example C:\tools\Texmod\Out\(filename).extension
link below
http://rapidshare.com/files/72262480...hairs.zip.html
The program is completly safe to use
For confirmation, see the texmod wikipage on the official Guild Wars Wiki
http://wiki.guildwars.com/wiki/Texmod
I may have a solution for you guys, it's called texmod
What can this program do for ut3
- extraction of Textures for later importing into Unreal editor, including alpha's.
- Injecting Custom Fonts, icons crosshairs, skins. etc
* all this without permanent change.
there will be no more complaining about the crosshairs since you can create your own.
You can now import textures from maps (cooked packages) into unrealeditor
Downsides:
- all the modification (the injection part) will be clientside only
- could potentially be used for getting an advantage over others, but it will
be highly unlikely to be exploited
first of all: there aren't that many textures that affect gameplay, there are no alpha's to be edited that would make walls invisible or something like that
lightmaps are hard to alter, changing it to your advantage will be very difficult
also because maps cycle in online play.
Also which moron would browse through over 2400 loaded textures with every new map
I'll first explain something about the program:
The program was designed for use with Tomb raider legends, people wanted to mod but they were unable to, someone created this little app. it can find and show all loaded textures currently loaded a directx9 application
The program can extract those textures to you harddrive, in .bmp .dds, .png and more.
When you extract it, the program will create a little txt file, texmod.log, it will contain the checksum of the texture (thats how it finds the texture in the memory) and the file location of the extracted texture
With that file you can create a package, that package will contain the checksum and the (edited) texture
when you load that package into the program and run the game through package mode, texmod will monitor the memory the game uses, when it a checksum matches with the one in the package, texmod will write the (edited) texture to memory, changing the orginal texture.
No gamedata is being altered.
You can download Texmod at the following locations:
http://www.tombraiderhub.com/tr7/mod...oad/texmod.zip
http://files.filefront.com/Texmodzip.../fileinfo.html
Now let's extract some textures, startup texmod:


when the game is loaded you will notice, red text in the upperleft corner
Press + and - on your numpad to browse through all the loaded textures
Go to instant action, startup the map in which you want a texture to be extracted. go stand in front of that texture, and start browsing trhough the loaded textures, the texture in front of you will turn green when it's selected.
Now press F11 to save the selected texture to your harddrive
Repeat for other textures
It's better to press and hold the + button until you see the texture in front of you flash green, if that happens, release the + button, and go back until you have the texture selected. it's a lot faster then checking every texture one by one (most of the times over 2500 textures are loaded)
Now that they are extracted you can probably import them into UnrealED
Now for changing textures, the crosshair for example:
Use the same extraction method as above, look for the texture which turns your crosshair green, then save that texture to your harddrive
quit the game and go find the texture, you will probably be suprised to see a white texture with a little green dot onto it, don't be. the crosshairs are located in the image, but they are alpha's.
Next you will need a Program that can handle .bmp's with alpha channels in them, that would be photoshop for example.
load the image into photoshop and deselect every channel, now select the Alpha 1 channel, all the nice 'little' crosshairs will popup

from here you can alter the image in photoshop if you'd like, but i prefer Paint
let's extract the texture to paint.
with only the alpha channel visible, select the image and copy it, now open paint and paste the texture in, make your alterations and copy it.
Now go back to photoshop, select entire alpha channel and press delete
The old alpha is now gone. now paste the new alpha channel into it's place.
Backup the orginal texture (you don't want to be re-extracting the crosshair texture over and over again)
and save the texture
NOTICE: The filename is important, it must contain the checksum, otherwise texmod won't be able to create a tpl package. so keep the orginal filename
when you extracted the texture a file called texmod.log was appended.
it's content will be this:
0xBE5D041C|E:\texmod\Out\UT3.EXE_0xBE5D041C.bmp
(file location may vary)
Left you see the checksum texmod will be looking for and right you will see the location of the edited texture on your harddrive.
the more textures you extract, the more entries you will be seeing in tis file
So why does it do that?
It is possible to create tpl packages with multiple edited textures in them
For example you want to alter the textures of the entire GUI, one way to do it is making packages with each contain 1 edited texture, better would be to haev 1 file with all the neccesary textures in them.
If you only want 1 texture edited and you have a large texmod.log file, create an empty .log file, paste the texture information of that texture from texmod.log to <younameit>.log
Now let's continue with those packages i was talking about
we need to create packages which texmod can load in order to alter the textures ingame. it saves them as .tpl files
To create them following the screenshots below:

when it's saved we can load the package and enjoy the changes:

when sucessfull the result may look like this:

keep in mind to keep the centers of the crosshairs as they are now, otherwise you will end up shooting with an offset
To make it easy for you guys, i made a .zip file, with the texmod.log and the texture of the crosshairs, saves you guys the trouble of extracting it
don't forget to change the file location of the texture in this texmod.log
It currently points to E:\texmod
open up texmod.log in notepad, and change the file location to location of the extracted file from the zip
For example C:\tools\Texmod\Out\(filename).extension
link below
http://rapidshare.com/files/72262480...hairs.zip.html
The program is completly safe to use
For confirmation, see the texmod wikipage on the official Guild Wars Wiki
http://wiki.guildwars.com/wiki/Texmod






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