grappigegovert Posted May 4, 2013 Share Posted May 4, 2013 I managed to add a new chest texture! How to do it: Copy tu_chst.bmp to aa_chst.bmp in both GAMEDATACommon and MENUDATAPartDB folders Open up BODYPART.MDB, BODYPART.PCB, BODYPART.TDB in MENUDATAPARTDB with origamiguy's binary editor In those files, copy the entry for tu_chst to the bottom of the list (it has to be at the bottom otherwise all textures get switched), replace 'tu_chst' with 'aa_chst', and increment the number of entries (number at the top of the list in between square brackets). And that's it! Edit: Of course you can also use some other texture than tu_chst Link to comment Share on other sites More sharing options...
Jimbob Posted May 4, 2013 Share Posted May 4, 2013 I managed to add a new chest texture! How to do it: Copy tu_chst.bmp to aa_chst.bmp in both GAMEDATACommon and MENUDATAPartDB folders Open up BODYPART.MDB, BODYPART.PCB, BODYPART.TDB in MENUDATAPARTDB with origamiguy's binary editor In those files, copy the entry for tu_chst to the bottom of the list (it has to be at the bottom otherwise all textures get switched), replace 'tu_chst' with 'aa_chst', and increment the number of entries (number at the top of the list in between square brackets). And that's it! Edit: Of course you can also use some other texture than tu_chst WA-WA-WAIT. ARE YOU SERIOUS. So you mean we can now actually add new parts, along with all the current parts? EDIT: Just had a look. I keep getting an error when I try this... Link to comment Share on other sites More sharing options...
LimeKiller Posted May 4, 2013 Share Posted May 4, 2013 If someone could write an in-depth tutorial about this, that'd be great. Link to comment Share on other sites More sharing options...
Jimbob Posted May 4, 2013 Share Posted May 4, 2013 If someone could write an in-depth tutorial about this, that'd be great. If grappiegovert doesn't want to, I'd be happy to, assuming I can get it to work. LimeKiller 1 Link to comment Share on other sites More sharing options...
Cyrem Posted May 4, 2013 Share Posted May 4, 2013 I can confirm that I added an extra chest texture, although I didn't do any file swapping, I just added new entries at the end of the chst texture lists. Link to comment Share on other sites More sharing options...
le717 Posted May 4, 2013 Share Posted May 4, 2013 I managed to add a new chest texture! How to do it: Copy tu_chst.bmp to aa_chst.bmp in both GAMEDATACommon and MENUDATAPartDB folders Open up BODYPART.MDB, BODYPART.PCB, BODYPART.TDB in MENUDATAPARTDB with origamiguy's binary editor In those files, copy the entry for tu_chst to the bottom of the list (it has to be at the bottom otherwise all textures get switched), replace 'tu_chst' with 'aa_chst', and increment the number of entries (number at the top of the list in between square brackets). And that's it! Edit: Of course you can also use some other texture than tu_chst WA-WA-WAIT. ARE YOU SERIOUS. So you mean we can now actually add new parts, along with all the current parts? EDIT: Just had a look. I keep getting an error when I try this... While I am surprised that grappigegovert is the only one who can add new textures (I haven't tried yet, just woke up an hour ago ), I'm not too suprised that we can add new textures. Once someone really starting looking at the files, I knew it was only a matter of time before someone found the texture list and number of textures, added a new slot and bumped that number, and we could add new textures. Cyrem ninja'd me. So it is confirmed? Hooray! Now, someone write a tutorial on how to do it before RobExplorien does Link to comment Share on other sites More sharing options...
Jimbob Posted May 4, 2013 Share Posted May 4, 2013 I managed to add a new chest texture! How to do it: Copy tu_chst.bmp to aa_chst.bmp in both GAMEDATACommon and MENUDATAPartDB folders Open up BODYPART.MDB, BODYPART.PCB, BODYPART.TDB in MENUDATAPARTDB with origamiguy's binary editor In those files, copy the entry for tu_chst to the bottom of the list (it has to be at the bottom otherwise all textures get switched), replace 'tu_chst' with 'aa_chst', and increment the number of entries (number at the top of the list in between square brackets). And that's it! Edit: Of course you can also use some other texture than tu_chst WA-WA-WAIT. ARE YOU SERIOUS. So you mean we can now actually add new parts, along with all the current parts? EDIT: Just had a look. I keep getting an error when I try this... While I am surprised that grappigegovert is the only one who can add new textures (I haven't tried yet, just woke up an hour ago ), I'm not too suprised that we can add new textures. Once someone really starting looking at the files, I knew it was only a matter of time before someone found the texture list and number of textures, added a new slot and bumped that number, and we could add new textures. Cyrem ninja'd me. So it is confirmed? Hooray! Now, someone write a tutorial on how to do it before RobExplorien does I said I'd like to do one if grappigeovert didn't, but I don't see what's wrong with Rob doing one? Anyway, what am I doing wrong then? I'm only getting errors on the PCB file. I just added "aa_chst" followed by 0 and 0 at the end of that segment, and changed the value in brackets to 30. EDIT: Don't worry. Got it. Link to comment Share on other sites More sharing options...
Nitegeist Posted May 4, 2013 Share Posted May 4, 2013 i see it's pretty easy to make new skins and increase the resolution. i scanned my Basil minifig and got a pretty good result with the chest texture. guess this will be my new hobby for a while! new guy here btw. Link to comment Share on other sites More sharing options...
RobExplorien Posted May 4, 2013 Share Posted May 4, 2013 So it is confirmed? Hooray! Now, someone write a tutorial on how to do it before RobExplorien does Me? I just got into texturing aside from some IGD_MAP.BMP revamping. I'll just stick to the .RRB, .SPB and .PWB files. Link to comment Share on other sites More sharing options...
Jimbob Posted May 4, 2013 Share Posted May 4, 2013 Unfortunately, after a fair bit of testing, I think there's a limit of 30 parts of any type. The exception is the headgear, but I haven't tried that yet properly. i see it's pretty easy to make new skins and increase the resolution. i scanned my Basil minifig and got a pretty good result with the chest texture. guess this will be my new hobby for a while! new guy here btw. Welcome to RRU! If you want to introduce yourself properly you can make a topic in the New Members section. If your scans are coming through nicely, it would be great to have an HD rework of the original figures Link to comment Share on other sites More sharing options...
grappigegovert Posted May 4, 2013 Author Share Posted May 4, 2013 Unfortunately, after a fair bit of testing, I think there's a limit of 30 parts of any type. I also got a 'Too many torsos' error when going over 30. I'm not sure if I'm making a tutorial because I don't exactly know how it works, I was just trying. Link to comment Share on other sites More sharing options...
alan Posted May 4, 2013 Share Posted May 4, 2013 Unfortunately, after a fair bit of testing, I think there's a limit of 30 parts of any type. I also got a 'Too many torsos' error when going over 30. I can confirm that in the car building section: I tried to add the bricks in all possible colors. I didn't get any error but there were not more than 30 entries in each brick theme, some just didn't appear. Link to comment Share on other sites More sharing options...
Jimbob Posted May 4, 2013 Share Posted May 4, 2013 It makes sense really, seeing as an infinite amount could cause issues. But it's a shame they chose 30, hopefully it can be changed. Still, nice find grappigegovert! Link to comment Share on other sites More sharing options...
Cyrem Posted May 4, 2013 Share Posted May 4, 2013 I split this off the tutorial topic so that it can be discusses separately. Link to comment Share on other sites More sharing options...
grappigegovert Posted May 4, 2013 Author Share Posted May 4, 2013 Thanks Cyrem for splitting off the thread, I tried to hex-edit the exe to remove the 30 parts limit and the 'too many torsos' error disappeared, but then an 'expected right curly' error appeared. It crashed with error code C0000005 (Access Violation) :( Link to comment Share on other sites More sharing options...
Cyrem Posted May 5, 2013 Share Posted May 5, 2013 Thanks Cyrem for splitting off the thread, I tried to hex-edit the exe to remove the 30 parts limit and the 'too many torsos' error disappeared, but then an 'expected right curly' error appeared. What address did you change? There are tonnes of '30' values. Link to comment Share on other sites More sharing options...
grappigegovert Posted May 5, 2013 Author Share Posted May 5, 2013 I searched the exe with Ollydbg for 'too many torsos' and changed the nearby 'jump if less or equal' instruction to a 'jump' instruction. (That would be changing '7E' to 'EB' at 0x98BD5 (1999 exe).) Link to comment Share on other sites More sharing options...
Recommended Posts