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Dungeon Siege - Consistent Texture Fix

Have you ever equipped a cool looking item, only to find that it looks completely different on your character?

I want to fix that.

However, I do not have the skill to repaint / redraw any textures. Thankfully most of them are only recolors of the inventory's icon, but there are some that look completely different after being equipped, and I want to fix all of these issues to make a mod that you cannot play Dungeon Siege without.

Lets make history, and finish what Gas Powered Games never got around to doing.

How to Help:

1. Repaint a texture with its own unique name. - It doesn't matter if it's formatted the same way from person to person, or even formatted in the same way as the actual game does. Give them the name of the icon - for example, b_c_pos_a5_025 for Fused Steel. makes it a lot easier to tell what texture is supposed belong to what.
2. Attach your work in a zip file - You don't even have to put them in the correct folders!
3. That's it! - You can also ask to contribute on its github page, https://github.com/Eksevis/Consistent-Dungeon-Siege-Art which is a very handy tool to help on joint projects such as this. You could even add the bit of code that implements your new texture, all in this link!

What's Currently Covered in The Release Version
31 brand new textures!

Credits
1. Moros
2. Eksevis
3. Project Britannica
4. Kathycf
5. Gas Powered Games

-Thanks,
Eksevis

!
Admittedly, this one was one of the very, very few (if only) textures that were already in the game, but weren't being used properly.
blogs: 

Comments

The Classic Leather I and the Astral Cloak just need the correct textures assigning to the templates, you'll still have to rename the templates or it wont work. I've included my armour gas file as it works with all of the textures, you'd better check it just in case of any template naming conflicts.

As I said earlier they're rough n ready, if you want perfection you'll have to resurrect Michelangelo, even if you succeed at bringing him back from the dead he might just tell you to go and get stuffed anyway.

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Definitely not perfect, but still far better than what we had. I really like the job on a2_025, a3_023 and a3_026. I think of the 6 you sent, they are the closest to perfection. The only one I won't use is a4_002 and it's inventory icon. It's not bad work, but it's not what I want.

I see how you made some of them, and they're far from ideal, but again, at least 3 of them are just about perfect. The fact you did it for free for someone you don't even know is fantastic. If someone gets to updating your textures, I feel a2_025 and a3_023 will stay as is with no further alterations. a3_026 could only use a small bit of gradiant white/base over the skirt bit, but would otherwise stay as is.

Moros wrote:

That Astral Cloak armour .... I saw the original GPG's inventory icon for it, the one below, someone screwed up and gave the Astral Cloak the wrong inventory template number, change it to the one below and its a perfect match.



Astral Cloak# inventory_icon = b_gui_ig_i_a_pos_a7_034;


Each rare/unique (in the pcontent sense) corresponds to an ordinary item, e.g. the Astral Cloak to the ordinary A7 034, which I believe is a Cloak. (I've lost my original notes in moving to a new computer). GPG gave each rare/unique its own icon derived from the ordinary item's icon sometimes with extra decoration but usually a change of color, but failed to do the same for the textures. Maybe they wanted to but didn't have the time.

Quote:

Each rare/unique (in the pcontent sense) corresponds to an ordinary item, e.g. the Astral Cloak to the ordinary A7 034, which I believe is a Cloak. (I've lost my original notes in moving to a new computer). GPG gave each rare/unique its own icon derived from the ordinary item's icon sometimes with extra decoration but usually a change of color, but failed to do the same for the textures. Maybe they wanted to but didn't have the time.

Honestly, I just wonder how they didn't patch it in DSLOA or any other patch.

So I found 4 hours to play around with this Astral Cloak monstrosity and I came up with this, this is Suki my hero by the way, no disparaging remarks or she'll throw a tantrum and come and kick your butt.

Sheesh.. no wonder you called it a monstrosity. Did they even try to make it resemble the item xD.

Anyway, I created a visual list of "bounties" of items that need a texture. Not currently on my computer, but I'll post it when I can. It's not yet a complete list, or even one I've looked wholly through. Especially the gloves and boots. There are definitely a few gauntlet and boot textures that need a making, but I think there is a large amount that are just wrongly assigned.

Forgot to mention some stuff. Not super important, but I feel like putting it out there.

I'm putting initials of the artists in the template. Ultima 6 remake being u6, Kathycf being kc, myself being ek, and Moros being mr. It's meant as a small way to put a signature to it l without being unnecessarily in your face about it. In also adding unused descriptions ( //description = ) as a modders resource, especially for our mod. Helps with patching.

Posted about it on r/dungeonsiege looking for some help and for more advertisment. Hopefully R7 fixes all of the mis-assigned textures, and maybe some more new textures I'd you're down to submit any by then.

Eksevis wrote:
How to Help:

1. Repaint a texture with its own unique name.

ehhhhhhhhhhhhh

This thread shows up suddenly. I did a number of these on a lark, but I was not sure about a context for implementation. It would involve making override versions of the amr_body_*.gas files, which is intrusive. hmm, err.

Clay Brigandine - added vegetation and other green parts
Imperial Plate - blue trim instead of beige
Rock Pelt - royal blue coat instead of brown
Compact Brigandine - this exceptional variant armor seems to show up a lot, but no crimson scales
Cardinal Plate - icon is actually based on a banded armor piece that doesn't ever drop, purple sheen added
Fused Steel - blue-tinted plates added
Shadow Scale - would have been impossible to match the icon because a2 has to have symetrical shoulders. did my best senpai
Stellar Plate - another common drop, it was plain white
Clay Tatters - added the right colors and some mud for the hell of it
Ash Burlap - normally the exceptional burlap looks same as Zed's
Astral Cloak - replaced the icky tan with red
Radiant Gown - colorized, realigned belt which was way off
Shadow Finery - colorized, added glimmer to skirt
Classic Leather - there are a number of rainbow-flavor armor icons that need corresponding textures, not sure about doing these in the current political climate though
Classic Leather - changed the symbol on the belly
Classic Leather - vectored the black patterns, added some studs and reworked the back and legs to make the skinning look OK on different race/sex models
Dragon Weave - the exceptional Thin Chain looks damn good already, just tried to make it match the icon colors

Yeah, we've been working on it, and it's working, just far from being finished. All you need to do is send the texture files - ideally in .psd format - and I'll get to working on the code and implementation. I just wanted to keep the idea of texture submission simple. I would take care of the coding/implementation and publishing.

But yeah, we know what we're doing. It's on Nexusmods and currently adds 31 new textures, replacing the ones you'd otherwise find in game. How'd you do these so fast xD?

Further thought on your Clay Tatters;

If people really like it more and think it should replace the old Clay Tatters, I would still like a new inventory art for that too. Obviously doesn't have to be big, but it'd probably be really hard to put the mud splatters in the right location on the icon. I guess you could get a close approximation. I mean, it doesn't really matter in the long run, but still.

Everything else, like I said before is just fantastic.

Compact Brigadine (made by Moros) & Clay Brigadine (ported from Ultima 6 Remake)are already made and in the mod. The inner bit of the ash burlap at the very top looks like it could be brightened a bit, but is otherwise perfect.

This is the final version of that Astral Cloak monstrosity, I'll do the inventory icon later next week if I can make some time for it, I'm going to put this version in my mod and hope it drops somewhere, Ulora's going to look awesome in that outfit especially with that new auburn hairdo I've given her.

Those images Tristan posted look great, I'm still rusty as hell with this painting thingie, I'm not surprised though as I haven't done much painting since my Medieval II Total War days and that was in the days of Windows XP.


I noticed you aren't using the GPG correct inventory icon for the Astral Cloak, is there a reason for that.
Just where the hell are you in the game, I can't remember seeing that room in the DS campaign, you must be using a mod so what is it called.

Question.
I'm using Photoshop CS2 and its playing up in win 10, save, open, browse and a few other menu commands are becoming a hit and miss affair at the moment, so what paint package are you and Tristan using as I've had enough of this hassle now, don't suggest GIMP as I don't want it.
I have Photoshop Elements 2020 but it doesn't have the versatility of CS2 when it comes to the Layers Panel so it got uninstalled the same day as I installed it.
I'm looking to buy something outright and not something on rental like the latest Photoshop version, crikey, I might have to buy something like Corel Draw, if it can handle PSD files I'll think about getting it, youtube is gonna get a visit from me tonight.

It's Pcontentmart. Helps a lot with testing if the textures work, or otherwise finding more. It's a mod that allows you to buy basically any item. As far as I know, it's release DSLOA? I guess? I haven't installed anything that should change Astral Cloak's inventory art. AFAIK I didn't accidentally change it, but I suppose that's possible.

I haven't been making textures, outside the shields, which are extremely easy to make (literally just stretching them to fit a previously existing shield texture), but if needed I edit them in CSS Extended. I haven't had any issues with it, and if you'd like I could send you the files. I'm not sure that's strictly legal, but you aren't being paid to make anything in it.

You don't HAVE to save them as PSD, but it makes it easier to edit for those who want to. I save them in BMP format anyway for use in the mod, which is far from ideal. I want to fix bumpmapping later in the mod, but I personally have no idea how to do it, otherwise I'd happily do it myself.

I would like to keep them in an easily editable format for whoever wants to open my mod, but I suppose I can just as easily make a modder's resource version.

Eksevis wrote:
How'd you do these so fast xD?

I've had them for a long time. I had no idea about any of this. I will go ahead and figure out which textures to donate to your project based on the feedback you gave. Since you posted screenies from Pcontentmart, there's no way I can refuse.

You seemed to get kind of fixated on the fact that the clay tatters had mud on it, so I will send the laundered version instead.

My problem with "implementation" was not that I don't know how to make a mod like this, but that I'm just reluctant to override the retail armor templates. There are a lot of reasons for this, but I won't waste peoples' time with an essay.
Tongue

Moros wrote:
Question.
I'm using Photoshop CS2 and its playing up in win 10, save, open, browse and a few other menu commands are becoming a hit and miss affair at the moment, so what paint package are you and Tristan using as I've had enough of this hassle now, don't suggest GIMP as I don't want it.
I used GIMP exclusively. It prepares psd files correctly for psd2raw, especially in regards to that weirdass legacy alpha channel. Sorry man, I've no suggestions for you.

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Tristan wrote:

You seemed to get kind of fixated on the fact that the clay tatters had mud on it, so I will send the laundered version instead.

Only meant that I'd like to recycle it for a future mod, assuming someone else isn't already making it. Like a "Dirty Clay Tatters, -1 min armor, -5 max armor" sort of deal.

Tristan wrote:

My problem with "implementation" was not that I don't know how to make a mod like this, but that I'm just reluctant to override the retail armor templates. There are a lot of reasons for this, but I won't waste peoples' time with an essay.



[t:template,n:bd_ra_ro_m_g_c_089u6]
{
doc = "Gown";
specializes = base_body_armor_cloth;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Radiant Gown";
}
[defend]
{
armor_style = 504;
armor_type = a7;
f defense = 93.000000;
}
[gui]
{
equip_requirements = intelligence:54;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_056;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 176.000000;
f modifier_min = 18.000000;
}
}
}

...is what I mean. No textures are being overwritten outside a very few cases, which are almost entirely nitpicking. Like, this in-game texture is darker than the inventory icon, or otherwise similar nitpicks. As of right now, that only includes 1 thing, but it might expand to the shocking count of 6 rewritten objects. The only thing being redone is the template.

Eksevis wrote:
The only thing being redone is the template.

And for the third time, I know how to make the mod, but I don't like to override retail templates, for reasons.

Eksevis wrote:
Like a "Dirty Clay Tatters, -1 min armor, -5 max armor" sort of deal.
It could be legendary mud though, granting the protective qualities of battle plate or JRPG bikinis

Clay Brigadine
Stellar Plate
Rainbow Classic leather, as far as I know nobody's offended by rainbow / rainbow colors in of themselves. It's almost entirely contextual.

Tristan wrote:

It could be legendary mud though, granting the protective qualities of battle plate or JRPG bikinis

That'd be really funny xD

"Muddy Clay Tatters"
"Clay Tatters with 10th Legion Mud'

Eksevis wrote:
[t:template,n:bd_ra_ro_m_g_c_089u6]


ahhh being a dumbass, I didn't catch the alteration. So you ARE adding new templates, rather than rewriting amr_body*.gas

It's not a bad idea. This approach will basically allow both the new texture and the retail version to be generated in pcontent. Just be aware that the business of many of these 'exceptional' armors being subtypes will make the relative odds wonky, and if the new templates are parents they risk crowding the rng at different calls.

Eksevis wrote:

Clay Brigadine
Stellar Plate
Rainbow Classic leather

-You said you already had compact and clay brigandine.
-As to the stellar plate, I wasn't sure about the accuracy of my work on that piece, it was a devil.
-I don't know, lol

Tristan wrote:

It's not a bad idea. This approach will basically allow both the new texture and the retail version to be generated in pcontent. Just be aware that the business of many of these 'exceptional' armors being subtypes will make the relative odds wonky, and if the new templates are parents they risk crowding the rng at different calls.


I've tested it fairly heavily - enough that I played through Kingdom of Ehb with the current release version - and I only have seen one issue where the item didn't spawn at all. It's replacing the .gas file, but the details that this mod has no reason to touch are completely untouched.

And to answer the subject, it was way back in 2017, so I don't really know what was going through my head. Maybe I was thinking nobody was interested. I probably didn't know there was such a big difference. We can probably just start a new one as a forum topic. In fact. imma do that right now.

It created incompatibility with some saves (assuming you happened to have a bd_ra_ro_m_g_c_089 in your inventory/equipped, because that item technically doesn't exist anymore, but other than, no issues what so ever. with DSMOD, it does come up that they lack bitmapping, but the textures display fine otherwise. I think I mentioned it, But I'd like to fix that much on a later date, after this is done and the modder's resource is up.

Tristan wrote:
-You said you already had compact and clay brigandine.

I don't have Clay Brigandine. I apologize if that's what I said. This image shows you what you didn't send over. The last one I think just needs a color swap on the skirt and it'll be fine.

Tristan wrote:
-As to the stellar plate, I wasn't sure about the accuracy of my work on that piece, it was a devil.

Which one's the stellar plate? This is getting confusing TBH. Doesn't help that a lot of the templates share names.

Why do we have to quote every single thing to post in this and forums?!

I also forgot to post the image. Please, for the love of god, kill me.

Eksevis wrote:

Why do we have to quote every single thing to post in this and forums?!

I also forgot to post the image. Please, for the love of god, kill me.

If you remember before the last software "upgrade" we all had the ability to reply to or quote a forum post, we could also edit our own posts. There were a lot of features that disappeared. I wish I still had a avatar, I wish I still got notified when someone posted to my blog. But such is life and we may have to wait for the next "upgrade" Insane Elf Oh forgot your dead from one of my poison arrows Smile

Yippeeee, I finally got Suki's outfit finished, Eksevis, you owe me 3 hours of submarine time and as its Sunday that's just doubled to 6, if you can use the outfit to replace or use as an extra armour piece I'll attach the files in this thread.

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I looked through the robes that needed texture fixes. There is still at least one inventory full. ... How?!

Well, at any rate, I guess it's unrealistic to leave it unreleased on Siegetheday before it's released. You can still play through Kingdom of Ehb (at least) once or twice, and only see maybe 10 or so issues of inconsistent textures, at least as a melee user. Even though the latest version is downloadable on nexusmods, would you guys want it on Siegetheday anyway?

I just wanted to keep it off siegetheday because it was less convenient to update.

Suki's robe is gorgeous. The last few days, it reminded me of how cool it'd be if each hirable character had their own unique starting outfit. Imagine their outfits being semi-collectable or somehow cosmetic. At least if multiplayer was still around, that'd be kinda fun. You see some guy running around with some really cool plate armor, "yeah, I got it from the guy in the end of Kingdom of Ehb."

I'm not doing anything like that, but still, I like discussing things.

We definitely have to create a repository for our textures and items. I think modders deserve to have access to the armors you're, apparently, slowly inventing.

Eksevis wrote:
I don't have Clay Brigandine.

Aight.

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Title says it all, to be honest. The implementation of of handful are still really rough around the edges, but at least they're working. I've been working on a lot of stuff all day. I updated a handful of my other mods to implement something I somehow broke a long time ago. Thankfully it was an easy fix, but still. Did some other updating on another mod, implementing the shields into that one - Dungeon Siege Patched.

Honestly I want to play and mod more Dungeon Siege, but I can't immediately think of anything that I want to do that doesn't involve the use of two monitors.

Eksevis wrote:

Title says it all, to be honest. The implementation of of handful are still really rough around the edges, but at least they're working. I've been working on a lot of stuff all day. I updated a handful of my other mods to implement something I somehow broke a long time ago. Thankfully it was an easy fix, but still. Did some other updating on another mod, implementing the shields into that one - Dungeon Siege Patched.

Honestly I want to play and mod more Dungeon Siege, but I can't immediately think of anything that I want to do that doesn't involve the use of two monitors.

You should have resized them using smart objects, you wouldn't have had any rough edges then, does the program you're using know what smart objects are?.

It's Photoshop, so yeah. Most of the issues are that the texture doesn't fit entirely on the mesh, but I suppose marking them as smart objects would probably fix that too.

Also, I couldn't find a suitable mesh for these type of shields.

With that said, Version 9 will be fixing all shields.

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