Modding your own GW
Lord Xeshm
Question answered
Thargor
Quote:
Originally Posted by R F O X
Tell me what yall think guys and gals
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Send me the files man, you have my email!
Zodiak
Quote:
Originally Posted by King Kong
I cant get texmod to run gw, which is on another drive I wonder if i crate a batch file on the C drive to launch gw on my D drive, would it work then?! What would i have to put in the batch file to make it run?
gw is at D:\Games\Guild Wars\gw.exe |
King Kong
Quote:
Originally Posted by Zodiak
Ever consider installing it on your other hard drive instead?
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Running the batch file from c drive dont work either, so no mods for me
Qcho
Quote:
Originally Posted by Zodiak
Yes
1. Go to your Guildwars folder 2. Make a blank .txt file 3. Open it 4. Type gw.exe -password=Enter Password Here 5. Save it 6. Rename it to whatever you like, making sure you change the extention from .txt to .bat When you open Textmod, point to your gw.bat instead of your .exe, making sure that you select "all" instead of only .exe files in the browse window or you will not see the batch file. That is all |
Zodiak
did you select mods after selecting your gw.bat in textmod?
Lord Xeshm
I tried your method Zodiak, it worked once but every time I do it, the mods don't work anymore.
Tutis Evito
Quote:
Originally Posted by Oofus
Yes I know.... I suck. But all I have is Windows Paint. Trying to find a freeware that will let me turn parts of an image transparent so I can get the Inventory, Skills, Storage,, etc window backgrounds to be transparent. If anyone has any suggestions as to a good freeware that will do that please share your wisdom. Or feel free to hook us up with .tpf that will do so. |
www.getpaint.net
Qcho
Quote:
Originally Posted by Zodiak
did you select mods after selecting your gw.bat in textmod?
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feedmenow
Ok, so i started using texmod today, and I've tried using some of the mods. They don't work-to put it in a short story. So I know how to activate a mod:
1)open gw.exe
2)open the .tpf file
3)run gw
I've tried some of the mods that were available, but when I ran gw, they didnt open up. I need some assistance in what I should to to make these works.
To answer some questions that may be asked: I have directx 9, this is my first time trying to get a mod to work, I don't use bots/gw-related programs/anything that interferes with gw. And none of the mods I've tried worked.
My video card is Intel(R) 82915G/GV/910GL Express chipset family-in case that info is needed. Please help, thanks!
1)open gw.exe
2)open the .tpf file
3)run gw
I've tried some of the mods that were available, but when I ran gw, they didnt open up. I need some assistance in what I should to to make these works.
To answer some questions that may be asked: I have directx 9, this is my first time trying to get a mod to work, I don't use bots/gw-related programs/anything that interferes with gw. And none of the mods I've tried worked.
My video card is Intel(R) 82915G/GV/910GL Express chipset family-in case that info is needed. Please help, thanks!
Moloch Vein
Quote:
Originally Posted by Zodiak
Yes
1. Go to your Guildwars folder 2. Make a blank .txt file 3. Open it 4. Type gw.exe -password=Enter Password Here 5. Save it 6. Rename it to whatever you like, making sure you change the extention from .txt to .bat When you open Textmod, point to your gw.bat instead of your .exe, making sure that you select "all" instead of only .exe files in the browse window or you will not see the batch file. That is all |
omens
Quote:
Originally Posted by feedmenow
1)open gw.exe
2)open the .tpf file 3)run gw |
bobrath
I think that's what feedmenow meant.
1)open gw.exe (in texmod)
2)open the .tpf file (in txmod)
3)run gw (from texmod)
If not, then obviously that's a problem!
1)open gw.exe (in texmod)
2)open the .tpf file (in txmod)
3)run gw (from texmod)
If not, then obviously that's a problem!
feedmenow
It is what i meant, I know i am doing the steps correctly, but when I attempt to run a mod, the mod simply does not show up/work.
Zodiak
Dont know what to say, the .bat sollution works perfectly fine for me, with or without textmod
Gutchi
Quote:
Originally Posted by Pickletron
Blanked out |
You don't want to publish this very very good mod ?
Delta_24
Am I the first one to actually look more at the picture and notice the hair colour change in Pickletron's mod? :P
Gutchi
I see only that's under the head sorry, its my stiff neck
KingKryton
im loving my new armor
Bringer Of Fury
Ive read this entire thread twice now and still don't know how to make the 50/80% marks on the hp bar, im guessing that you make the marks on 50/80% of the bar in photoshop. But i have no idea how to measure that on it, and when i extract the hp bar its VERY short.
Any tips on this would be great, since i want to make my own version of the hp bar marks.
Any tips on this would be great, since i want to make my own version of the hp bar marks.
fenix
The HP bar isn't the red/gray one that you drag out of the game, it's another invisible one...hard to explain unless you see it.
zwei2stein
Quote:
Originally Posted by fenix
The HP bar isn't the red/gray one that you drag out of the game, it's another invisible one...hard to explain unless you see it.
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Bringer Of Fury
Well, i managed to make a hp bar with marks on, but couldn't get 80 and 25 to work tho.
Don't think i will work any more on my UI mod, will consider it finished from now on.
If anyone is interested, Here is the link.
This is what the finale result looks like.
Don't think i will work any more on my UI mod, will consider it finished from now on.
If anyone is interested, Here is the link.
This is what the finale result looks like.
AscalonWarrior
My Texmod doesn't find any textures when I press "+"
Nor it doesn't run any mods
Oh, and one more thing. Is DirectX 9 same as Direct3D 9?
Nor it doesn't run any mods
Oh, and one more thing. Is DirectX 9 same as Direct3D 9?
Chthon
Quote:
Originally Posted by Bringer Of Fury
Ive read this entire thread twice now and still don't know how to make the 50/80% marks on the hp bar, im guessing that you make the marks on 50/80% of the bar in photoshop. But i have no idea how to measure that on it, and when i extract the hp bar its VERY short.
Any tips on this would be great, since i want to make my own version of the hp bar marks. |
It's not the bar itself but the tiny border around the bar.
It starts out 16x16 and you need to stretch it to a much larger power of 2. I suggest 2048x16. Now, the middle 5/16 or so of the image is the part that gets stretched/compressed to cover the bar itself, so you'll need to do your markers along that section only. (At 2048x16 this section is approx 650 pixels.) It will probably take several attempts to calibrate it perfectly.
Deathaxe Raizer
I have a problem, when I load a mod which the color has been changed from, like the green one above, I get broken shadows, how is this possible? It kind of ruins the fun. ;x
Chthon
I've got a whole bunch of goodies for ya:
Introducing Chthon's Components. These are a bunch of small UI mods that can be used if you only want minor changes to the original UI or to another mod you are otherwise happy with. I've also included the original .DDS files so that modmakers can easily incorporate components they like into their own mods.
Here's a demo image that shows all of the components together:
Finally, a little bit of silliness for you:
(Please note that with both monster skill icon mods that they don't change the small overhead icons or the damage history icons. Both of these icons seem to be generated on-the-fly (for layering/positioning reasons I'm guessing), so there's no way to change them without modifying the .dat file (which is a no-no). At least, not unless you want every skill that hits you to show up as cookie monster in those displays....)
Introducing Chthon's Components. These are a bunch of small UI mods that can be used if you only want minor changes to the original UI or to another mod you are otherwise happy with. I've also included the original .DDS files so that modmakers can easily incorporate components they like into their own mods.
- Gradiated Lifebar v1.0
Download: .TPF || .DDS
Fully Gradiated lifebar. Arrows at every 10%, with small lines every 5% in between. The blue-grey arrows are at 50%. - SpiritRadar v1.0
Download: .TPF || .DDS
Pretty much the same spirit radar you've seen as part of larger mods. Uses the same transparency style as the aggro circle with very clean antialiasing. - BorderedClearSkills v1.0
Download: .TPF || .DDS(file1) .DDS(file2) .DDS(file3)
Yet another clearskills mod. This one is a little different because it tries to preserve the original feel as much as possible by retaining the border art, including the elite borders. The skill numbers are semi-transparent and the enchant/hex/weapon icons are removed. (After consideration, I decided to leave the lead/offhand/dual icons in place, since they do serve some purpose.) - Unselect Button v1.0
Download: .TPF || .DDS
Makes the passive state of the unselect button not look like a not-so-deep wound. Now you don't have to look twice to tell whether there's a deep wound or not. - MenuButton v1.0
Download: .TPF || .DDS
Makes the passive state of the menu button very transparent. Since I never use it, I've always found the inability to remove the menu button annoying. This mod at least makes it stop blocking the battlefield quite as badly. - WindowsButtons v1.0
Download: .TPF || .DDS
Makes the passive states of the windows buttons (window, minimize, close) very transparent. More screen clutter gone. - ALL COMPONENTS TOGETHER IN ONE FILE
Download: .TPF
If you want all the components together in one file, here you go.
Here's a demo image that shows all of the components together:
Finally, a little bit of silliness for you:
- CookieMonsterSkill
Download: .TPF
Changes the Monster Skill into the Cookie Monster Skill icon. - BlargSkill
Download: .TPF
Changes the Monster Skill icon into the Gargantua Blarg!!
(Please note that with both monster skill icon mods that they don't change the small overhead icons or the damage history icons. Both of these icons seem to be generated on-the-fly (for layering/positioning reasons I'm guessing), so there's no way to change them without modifying the .dat file (which is a no-no). At least, not unless you want every skill that hits you to show up as cookie monster in those displays....)
Bringer Of Fury
Quote:
Originally Posted by Chthon
I've got a whole bunch of goodies for ya: *bunch of great stuff*
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And also thank you for the tips regarding the health bar, have a few ideas for a new ui and now im all set.
*edit*
Quote:
Originally Posted by Deathaxe Raizer
I have a problem, when I load a mod which the color has been changed from, like the green one above, I get broken shadows, how is this possible? It kind of ruins the fun. ;x
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Miral
Quote:
Originally Posted by AscalonWarrior
My Texmod doesn't find any textures when I press "+"
Nor it doesn't run any mods Oh, and one more thing. Is DirectX 9 same as Direct3D 9? |
Code=007
have been working on this outfit for my monk:
Now, my question. It's possible to work with a better resolution file, i mean, resizing the original dds file will keep the uv maps coordinates or it will be messed? also, resize or increase dpi?
I still have problems with the mapping coordinates of some areas, as you can see (the black lines on the skin) hopefully that ele colorized texture will help me a lot. ;3
Now, my question. It's possible to work with a better resolution file, i mean, resizing the original dds file will keep the uv maps coordinates or it will be messed? also, resize or increase dpi?
I still have problems with the mapping coordinates of some areas, as you can see (the black lines on the skin) hopefully that ele colorized texture will help me a lot. ;3
Zodiak
You can always rescale the texture to whatever works best with you, but ultimatly you will have to scale it to the original.
Scaling can be used for working on the texture though. DPI shoudnt matter so you should be able to increase it
Scaling can be used for working on the texture though. DPI shoudnt matter so you should be able to increase it
Chthon
Quote:
Originally Posted by Code=007
Now, my question. It's possible to work with a better resolution file, i mean, resizing the original dds file will keep the uv maps coordinates or it will be messed? also, resize or increase dpi?
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pamelf
I've gone through half the thread, but it's too long and I'm lazy, so I'll just ask and you guys can answer at your own discretion.
I have texmod on my computer, and I downloaded some of your mods to try out. Most notably your cartography mods, and the 50 & 80% HP mods. I load them onto my texmod, then run the game through it, but nothing changes. Everything ends up exactly the same. Am I doing something wrong? Do I need to do something extra? I've never used the program before, so I downloaded it just to use these mods.
Any help would be appreciated.
I have texmod on my computer, and I downloaded some of your mods to try out. Most notably your cartography mods, and the 50 & 80% HP mods. I load them onto my texmod, then run the game through it, but nothing changes. Everything ends up exactly the same. Am I doing something wrong? Do I need to do something extra? I've never used the program before, so I downloaded it just to use these mods.
Any help would be appreciated.
feedmenow
i have the same problems with my mods, as i posted not long ago, and got no answer. if anyone can help, please pm me or reply with a post. thanks!
luinks
you need not only to load them, click on the mod before hitting run,to select it maybe that's the problem.
Witchblade
Quote:
Originally Posted by pamelf
I've gone through half the thread, but it's too long and I'm lazy, so I'll just ask and you guys can answer at your own discretion.
I have texmod on my computer, and I downloaded some of your mods to try out. Most notably your cartography mods, and the 50 & 80% HP mods. I load them onto my texmod, then run the game through it, but nothing changes. Everything ends up exactly the same. Am I doing something wrong? Do I need to do something extra? I've never used the program before, so I downloaded it just to use these mods. Any help would be appreciated. |
a few days ago i wanted to launch Texmod on another GW instance on my comp, i had to restart once again, then it worked ... dunno why.
Mods are working but sometimes i got some weird display bugs, i e
-once i had a full black screen wit only NPC names showed, i reloaded the map and it worked again
-sometimes some lighting effects are gone, sunlight etc
-some shadows sometimes replaced by "text" like F1-F12 button names ^^
dunno what caused this, maybe when i tried some other mods once ? (like Dark glass maybe, with all that radar editing, lifebar changes etc.. )
AscalonWarrior
Installed DirectX 9, still doesn't work. I give up
luinks
You may have dx9c installled but if the videocard supports only dx8 it will use that library not the newer
pamelf
Quote:
Originally Posted by luinks
you need not only to load them, click on the mod before hitting run,to select it maybe that's the problem.
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Witchblade
hmm i just logged on GW and since that "dupewave" fix today, i cant get Texmod to run my mods anymore
anyone else experiencing this?
anyone else experiencing this?