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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

Incorrect icons/textures and w/e else. This is something that has been on the back of my mind for a while. I don't know if Exsevis comes here any more but I have a few comments.

Quote:
More accurate equipment textures/meshes
Difficulty: Easy
Reason: There's a lot of items that have textures and meshes that barely actually resemble the inventory icon, such as Krohar's Buckler, whereas it has a semi-unique inventory icon, but it looks like a normal wooden shield when equipped.
Method: Editing the textures with a texture editor and a few models here and there with Gmax or even other 3D modelers.

When I first started playing this game, this was an issue that used to irk me to no end. Angry I would see a cool looking icon and then I looked at the actual item and I'm like wtf? So.

Gmax is out, don't know how to use it. However, I can edit textures and things and it is pretty easy to do. It also is time consuming. Now, I really don't mind doing this and right now I have plenty of time to set aside for it.

Just sayin' Wink

I just been looking at most of the robes and I gotta say robes are really bad, and not sure why. Perhaps the icons were created before the actual textures or they did not finish creating all the robe textures and "doubled up" on them.

Just looking at stuff I noticed a few of the weapons, shields, some type1, type 2 and type4 armor, plus some helms were wrong. I'm sure there is a lot more than that but this was what I noticed so far.

As I mentioned, I'm not sure how much Exsevis is working on this mod, but you know, as I said earlier this type of thing used to really annoy me. I'm at least going to do it for myself and will upload it for others if they wish. Probably will take a week or two, we'll see.:)

Anyway, I did a couple of things as a quick example although I haven't tested them yet to see how good they look.
.
Krohar's buckler and icon:
.

.

Ash robe and Solar Cloth, 2 low level rares.


.
.

kathycf wrote:

When I first started playing this game, this was an issue that used to irk me to no end. Angry I would see a cool looking icon and then I looked at the actual item and I'm like wtf? So.

Gmax is out, don't know how to use it. However, I can edit textures and things and it is pretty easy to do. It also is time consuming. Now, I really don't mind doing this and right now I have plenty of time to set aside for it.

Just sayin' Wink

I just been looking at most of the robes and I gotta say robes are really bad, and not sure why. Perhaps the icons were created before the actual textures or they did not finish creating all the robe textures and "doubled up" on them.

Just looking at stuff I noticed a few of the weapons, shields, some type1, type 2 and type4 armor, plus some helms were wrong. I'm sure there is a lot more than that but this was what I noticed so far.

As I mentioned, I'm not sure how much Exsevis is working on this mod, but you know, as I said earlier this type of thing used to really annoy me. I'm at least going to do it for myself and will upload it for others if they wish. Probably will take a week or two, we'll see.:)

Anyway, I did a couple of things as a quick example although I haven't tested them yet to see how good they look.
.
Krohar's buckler and icon:
.

.

Ash robe and Solar Cloth, 2 low level rares.


.
.

HORROR! How did I miss this! I just started to work on this, more or less. I still have no ability to make the textures, so I would much appreciate the respective textures being made. I made a rather comprehensive list of nearly every single item that is an offender, and to say the least, it's in the hundreds.

Eksevis wrote:
HORROR! How did I miss this! I just started to work on this, more or less. I still have no ability to make the textures, so I would much appreciate the respective textures being made. I made a rather comprehensive list of nearly every single item that is an offender, and to say the least, it's in the hundreds.

Posting that comprehensive list of yours should get some interest going.....maybe?.

Texturing items of clothing shouldn't be too difficult to do but that depends on what needs doing to the item in the first place, a simple colour change is easy enough but a texture looking like one of Michelangelo's great works is gonna be too much for me. Shock

As for modelling, I've never sauntered down the catwalk before, it should be fun, 3 or 4 days in the dressing rooms rubbing your naked body up against the top models of the day should get my pervy creative juices flowing again. Wink

What do ya mean by not that kind of modelling but the other kind, crikey, what a disappointing thread this is turning out to be. Angry
I haven't done any modelling since Rome Total War and Medieval II Total War so I'm going to be more useless than a chocolate fireguard in regards to that, why is it so hard to learn something but its all too easy to forget it, so count me out for modelling but I could be up for slapping a bit of paint on some clothing or some icons for ya. Smile

Moros wrote:

Posting that comprehensive list of yours should get some interest going.....maybe?.

Texturing items of clothing shouldn't be too difficult to do but that depends on what needs doing to the item in the first place, a simple colour change is easy enough but a texture looking like one of Michelangelo's great works is gonna be too much for me. Shock

As for modelling, I've never sauntered down the catwalk before, it should be fun, 3 or 4 days in the dressing rooms rubbing your naked body up against the top models of the day should get my pervy creative juices flowing again. Wink

What do ya mean by not that kind of modelling but the other kind, crikey, what a disappointing thread this is turning out to be. Angry
I haven't done any modelling since Rome Total War and Medieval II Total War so I'm going to be more useless than a chocolate fireguard in regards to that, why is it so hard to learn something but its all too easy to forget it, so count me out for modelling but I could be up for slapping a bit of paint on some clothing or some icons for ya. Smile

Haha! In complete honesty, the models are the least important things. Much of the issues are obviously bigger as of yet. I just hope we don't have to redo the textures in the event of the models actually being remade.

Thank you so much for contributing at any rate. I tried to implement one of Kathycf's textures, but apparently I did something wrong because I couldn't get it working. Might've been the format, or bad coding, I honestly have no idea.

doc = "Cloth";
specializes = base_body_armor_cloth;
[aspect]
{
[textures]
{
0 = b_c_pos_a7_300;
}
}

apparently didn't work. No idea why. Might've been the texture file itself. I'm sure one of you could figure it out easily enough. Additionally, I've made a github for the joint project.

https://github.com/Eksevis/Consistent-Dungeon-Siege-Art

Basically it allows a project to be done and committed to through uploading the respective files / archives, or even updating them directly in the browser. It's a very neat website/program that should certainly be used for these type of things.

Anyway, to the granddaddy of this post; the list.

I can't promise this is complete, but I am fairly certain it includes 80-90% of the offenders. A lot of them share names with each other, so it could get a touch confusing. For reading sake, I will make it slightly more organized than what I currently have on hand.

...Armor...
Night Leather
Leather Boots (Green)
Boots (Purple)
Marshal Leather
Marshal Gloves
Compact Brigandine
Prime Brigandine
Clay Brigandine
Lunar Gloves
Solar Cloth
Solar Chain
Solar Gloves
Solar Gauntlets
Garment
Noble Scale
Noble Vesture
Classic Leather I, II & III
Astral Cloak
Dream Leather
Night Garment
Jaw Helm
Warmth Cap
Knowledge Cap
Leaf Gloves
Sultan Gloves (I & II?)
Conqueror Helmet
Dragon Weave
Steel Grieves (Blue-Gold)
Steel Grieves II
Cardinal Plate
Imperial Plate
Shadow Scale
Shadow Finery
Prickly Helm
Menacing Helm
Chief Gauntlets I (rainbow) & II
Bloody Helm
Radiant Gown
Echo Helm
Disturbed Helm
Gore Helm
Dream Robe I & II
Pain Greaves
Bolted Helm
Bull Helm
Shellor Plate (honestly no idea what I wrote here)
Blood Coat
Seething Helm
Kicker Boots I & II
Hunter Grieves
Burdened Helm
Spirited Helm
Dashing Helm
Whiplash Helm
Dirt Rags
Ash Robe (Blue)

...Shields...
Savior Shield I, II (Skull) & III
Practice Kite Shield
Clobber Shield
Ordained Shield (Mesh is also completely off)
Tortoise Shield
Impact Shield (miscolor. I think there are two versions that are miscolored)
Forthright Shield
Haze Shield
Crown Shield
Forged Shield I, II & III

...Weapons...
Lethal Sword (+mesh)
Long Sword
Spiked Mace
Mallet
Steel
Destroyer I, II & III
Axe of Kill Kill
Head Ram
Leg Cleaver
Great Steel
Wound Mallet
Assault Axe
Great Steel
Slaughter Rod
Steel Death
Maul
Long Recurve
Long Butcher I & II
Punisher Crossbow
Lehtal Recurve
Mincemeat
Gore Axe
Edged Sword
Gut Masher I & II
Flanged Mace
Full Blade I & II
Hammer
Mace
Head Splitter
Butcher Bow
Flesh Splitter
Short Impaler
Leg Breaker I & II
Beast Bow
Scythe
Nosirom's Blade (the one and only one with bad inventory art)
Savage Bow

...........

Well, that's what I got so far. Again, it's probably not everything. If you can find more things, feel free to mention / texture them anyway.

Oh, and https://www.nexusmods.com/dungeonsiege1/mods/55 is where I'm uploading the mod for now. When it has meaningful progress I'll post it on Siegetheday.

Currently it only includes Krohar's Buckler, because apparently that's the only one in the entire game that just had an befitting texture that was in the game.

Well, according to dsloamod, textures = b_c_pos_a7_300; is not a proper command. So I guess what's happening is it's basically ignoring any changes. So what am I doing wrong?

@Eksevis: You also have to add a number resp. the index of the sub-mesh where to apply the texture file.

...as in one of your own post above:

	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		[aspect]
		{
			[textures]
			{
				0 = b_c_gah_hf_skin_02_02_npc;
				1 = b_c_gah_amr_suit_fa_a4_007_02;
			}
		}
		common:screen_name = "Snowbrook Haven Combat Mage";
	}

...or:

	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		[aspect]
		{
			textures:0 = b_c_gah_hf_skin_02_02_npc;
			textures:1 = b_c_gah_amr_suit_fa_a4_007_02;
		}
		common:screen_name = "Snowbrook Haven Combat Mage";
	}
	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		aspect:textures:0 = b_c_gah_hf_skin_02_02_npc;
		aspect:textures:1 = b_c_gah_amr_suit_fa_a4_007_02;
		common:screen_name = "Snowbrook Haven Combat Mage";
	}

Well, that is how it works in DS2, well possible it is valid for DS1 as well.
If so, all 3 example should do the same (expect of a minor difference about the handing of textures assigned in the specialized template).

Apparently

Quote:
[t:template,n:bd_ra_ro_m_g_c_005]
{
doc = "Cloth";
specializes = base_body_armor_cloth;
texture = solar_robe_b_c_pos_a7_009;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Solar Cloth";
}
[defend]
{
armor_style = 009;
armor_type = a7;
f defense = 11.000000;
}
[gui]
{
equip_requirements = intelligence:13;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_058;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 15.000000;
f modifier_min = 1.000000;
}
}
}

"works", but it still doesn't put the texture into working. @killahgremal I'm honestly not sure what you mean by respository. I only want it to use the one texture.

I don't use this dsloamod so I can't help you.

I've given the Night Leather armour a bit of a re-paint, I wanted to keep the original paint job and just recolour the texture, its not perfect but I'm happy with it for a first and possibly last attempt at it. If you think its horrible just say so, I won't be offended, this DSLOA exe does not like these widescreen monitors, does anyone know how to fix the screenshot images as Suki is looking a bit strange.

Moros wrote:

I don't use this dsloamod so I can't help you.

I've given the Night Leather armour a bit of a re-paint, I wanted to keep the original paint job and just recolour the texture, its not perfect but I'm happy with it for a first and possibly last attempt at it. If you think its horrible just say so, I won't be offended, this DSLOA exe does not like these widescreen monitors, does anyone know how to fix the screenshot images as Suki is looking a bit strange.

Looks pretty good to me! How'd you spawn Night Leather then?

Aaaaah I see what you're doing now, if you're painting it you need to rename this part, texture = solar_robe_b_c_pos_a7_009; I just added Ik after the 009, don't forget to do the same to the texture as well.

Right, I gather you're making a mod or you've already made one, yes? If yes make a new template of the armor and change these two lines. I just added Ik to the end of these two lines and added Ik to the end of the texture as well. It should work, although I've heard of some people drowning having a cup of coffee.

[t:template,n:bd_ra_ro_m_g_c_005Ik]
{
doc = "Cloth";
specializes = base_body_armor_cloth;
texture = solar_robe_b_c_pos_a7_009Ik;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Solar Cloth";
}
[defend]
{
armor_style = 009;
armor_type = a7;
f defense = 11.000000;
}
[gui]
{
equip_requirements = intelligence:13;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_058;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 15.000000;
f modifier_min = 1.000000;
}
}
}

Right, I'm making one. I just need help with the textures. Could you send over your textures at some point? No rush really, seeing as to how there's a bunch of textures to recolor anyway. But I'm publishing it on Nexusmods and eventually here, Siegetheday. I just want significant progress on it before I post here.

Do I have to make a whole new thing or can I just put that over the vanilla entree?

I mean, the idea is to update the vanilla game, not add items.

I updated the main post to better reflect what we're doing in this thread. Hopefully that will clear any and all confusion so that we can get together and finish this large project.

it also replaces the texture for linen.

I need sleep. Meanwhile, look at the repository I currently have.

Please help me figure out how to make it work.

Eksevis wrote:

I mean, the idea is to update the vanilla game, not add items.

An example for you, when the game drops an armour item or you buy one, as in this one [t:template,n:bd_ra_bl_m_g_c_fin] it will load the original GPG template and texture for it every time. To get around that you would need to overwrite the original Logic.dsres and Objects.dsres files, that's not a good idea as GPG themselves recommends making a new texture and template instead of changing the original ones.
Whether you like it or not, you have to make a mod and change the templates original name and the armor_style = 025; line or your all new fancy Michelangelo texture will not get used....ever.

[t:template,n:bd_ra_bl_m_g_c_fin] change this line
{
doc = "Night Leather";
specializes = base_body_armor_leather;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Night Leather";
}
[defend]
{
armor_style = 025; change this line
armor_type = a2;
f defense = 44.000000;

I'll take a look at your other problem later, I'm going out shopping now, Oooooooh, I could get this Chinese Wuhan virus thingie, they'd better keep their distance or they'll get my cattle prod up their ass. Evil

Shopping trips off till tomorrow, goodie goodie, I didn't want to go today anyway, infact, if I play my cards right I should be able to wangle my way out of tomorrow as well. Big smile

amr_body_cloth If you're going to make a mod any GPG original files will have to be renamed as well, only the edited template files should be in there and nothing else.

Here are the two templates that are causing your texture problem, even though they have slightly different template names they are both linked to this armor_style = 031; line, that's what is causing your texture problem, you'll also notice that these 2 templates are referencing 2 different inventory textures.
You have to decide what you're going to do now, either overwrite the original Logic and Objects.dsres files not recommended or make a mod and change the 2 lines I've already highlighted in my previous post.

[t:template,n:bd_ra_ro_m_g_c_005a]
{
doc = "Linen";
specializes = base_body_armor_cloth;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Gossamer Linen";
}
[defend]
{
armor_style = 031;
armor_type = a7;
f defense = 11.000000;
}
[gui]
{
equip_requirements = intelligence:13;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_078;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 15.000000;
f modifier_min = 1.000000;
}
}
}

[t:template,n:bd_ro_m_g_c_005a]
{
doc = "Linen";
specializes = base_body_armor_cloth;
[common]
{
screen_name = "Linen";
}
[defend]
{
armor_style = 031;
armor_type = a7;
f defense = 6.000000;
}
[gui]
{
equip_requirements = intelligence:13;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_031;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 8.000000;
f modifier_min = 0.000000;
}
}
}

It works! Funnnily enough I thought I tried changing the armor style, but it'd just come up with missing textures. To be quite honest, I thought I did what I just did, but in any case, it works! Now all I need is more textures to actually implement.

Kathycf's Solar Robe texture is slightly off. There's a bit of red that's probably easy to fix, but it's really hard to tell where exactly it is.

Eksevis wrote:

Kathycf's Solar Robe texture is slightly off. There's a bit of red that's probably easy to fix, but it's really hard to tell where exactly it is.

These 4 textures are done, they're not perfect by any means but at least they look something like their inventory icon textures, I'm not happy with the Prime Brigandine one, I can't seem to get the blue colour right, but no matter its blue and that's what counts. There are also two textures in the list that have nothing wrong with them as far as I can see, the Clay Brigandine and the Garment textures, they shouldn't be in your list as I've had a quick look at them and they pass my eye test.

Night Leather
Marshal Leather
Compact Brigandine
Prime Brigandine

I'll be doing these textures next, when I've done them I'll attach them in this thread and you can rename them or bin them, its your choice.
Noble Scale
Noble Vesture
Classic Leather I, II & III
Astral Cloak

Kathycf's Solar Robe texture?, aren't you supposed to be doing GPG textures and not some modded one's, anyway attach that texture and template up to the site and I'll have a look see, 2 pair of eyes are better than one.

Thank you so much for your contributions!

Apparently Ultima 6 / Team Britannia made a small handful of robes in the same vane we're doing. I edited them very slightly, mostly to fit the colors of the inventory icons. Well, I got those made, editted and ported over and they are working with only a very few issues.

I guess most of them lack mipmapping, but I can't really figure out how to add them, but it's fine for now. Unless you can figure out how to patch them in, I'll just leave them as is.

I also made another edit to Kathy's texture. Although it's still obviously incomplete, I did do some stuff to make it resemble the inventory art a bit better.

I've done at least one Astral Cloak (bd_ra_ro_m_g_c_021), so that one is off the table for you - no reason to do it. For the sake of further clarity, I'll list the current templates that I've given new textures. They're all working, so no need to worry about them, although I suppose there is room for improvement for some of them. I'll also attach the current working version of my mod so you can play with it a bit.

bd_ra_ro_m_g_c_005 (Solar Cloth)
bd_ra_ro_m_g_c_005a (Gossamer's Linen)
bd_ra_ro_m_g_c_046 (Dream Robe II)
bd_ra_ro_m_g_c_021
bd_ra_ro_m_g_c_089
bd_ra_ro_m_g_c_001 (Clay Tatters)
bd_ra_ro_m_g_c_015
bd_ra_ro_m_g_c_043 (Blood Coat - Black and Blue)
bd_ra_ro_m_g_c_014 (Night Garment)

before you contribute any files, here's what I have so far.

Nowhere near done, but I'm still really proud of what I've already got so far.

Eksevis, what the hell are those 2 coloured numbers in the bottom right of your last screenshot supposed to do?.

Its make your mind up time Eksevis, my version on the left, your version on the right, what ya gonna do baby. Isn't the last part of that sentence how those yankee language despoilers talk?, It must be true cause I heard it in a film once. Tongue

As for your issue with the solar cloth its the top left texture part, the right side as you look at it for definite and probably the left side as well. To stop any issues in the future, do what GPG did and make the background the same colour as the main texture colour.

I think they're FPS. I was using DSMOD to summon the items, and that's, at the very least, a default thing DSMOD does. They're so low because I wasn't really doing anything. It's pretty much always in the thousands when you're actually battling.

I'm probably just going to be working on the shields. I had one issue with the black and white one in the picture with the black border showing up on the shield. I assume it's because the mesh is bigger than the texture, and I'm not really sure why. My immediate guess is to resize the texture, but I don't really want to overdo it, or otherwise not. It'd just be a bit of back and forth of editting and resizing for like 20 minutes. I'm lazy :D.

It's really not that bad, so it can easily stay as is for now. Gonna focus on finishing the shields in any case.

I've been relaxing and just playing the game for a bit. It gave me a bunch of ideas for other mods. Mostly unrelated ones, but that aside, I'm genuinely shocked at how much Consistent Textures already fixes. If I didn't know better, I'd think a lot of the textures I put in where always there. I know there's a lot of stuff I'm still missing (especially playing singleplayer through Kingdom of Ehb), but it's still feels like I genuinely made some progress just with the few robes and shields I ported/made.

I can't wait for this mod to be complete, because I'd love to go on to other smaller things after this. Honestly, I could just go onto them, but I need a lot of feedback on them as they're made.

Night Leather
Marshal Leather
Compact Brigandine
Prime Brigandine
Noble Scale
Classic Leather I, II & III
Solar Cloth
Astral Cloak#

I've got the above done, they're not like Michelangelo would have done them but they look pretty similar, there's been a couple of inventory texture touch-ups as well. They're a bit rough and ready for now apart from the Solar Cloth which is the best one out of the lot of them, when I've got more time to do them properly I'll give them a re-visit.

That Astral Cloak armour, its bloody horrible and I might give it a re-paint later as its really bad to look at, one good thing about it though is 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;

Time for me to take a break and get back in my submarine, there's a war on you know and there's no more time off until its over.

Could you attach them to your post? If you put them in a zip file and, from where you type your response, scroll down to "attachment" and upload the zip/rar file there.

Thank you so much for your work.

Eksevis

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