TexMod DroMod

Sunny Storms

Pre-Searing Cadet

Join Date: Nov 2011

Fort Ranik

Vynl

E/Me

Very sweet texmod, But wat would make this thing stand even more out. is the black blindfold mod added to it.

Should Be Dead By Now

Ascalonian Squire

Join Date: Feb 2011

Banned For Exploits [Zraw]

R/A

nice texmod, kinda shame of the green health bars and the healing numbers :s, would be awesome if you could make a red version

Chicomalo

Ascalonian Squire

Join Date: Oct 2011

Very nice mod, is it possible to save it so I don't have to do the mount process over and over each time I try to play?

The Natho

Frost Gate Guardian

Join Date: Sep 2010

Sweet Misty Fire [SMF]

Rt/Mo

ok i have a question:
1: Is this the thing i need to max my Cartography for all continents?
2: I get how to install it but once i get in how do i use the cartography thing? and i hope i dont download the version without cartography... and if i have 92% carto will this know that or do i have to start from scratch?

Darth0Vader

Ascalonian Squire

Join Date: Jun 2011

Rt/

can you make a version where the toolboxes aren't so transparent?
sometimes hard to read skill text/quests

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Hey guys thanks for all the questions and feedback, im currently not working on this atm im doing some things in RL. I'm taking all this in consideration when i go to do updates.

Iceblue

Iceblue

Frost Gate Guardian

Join Date: Jun 2010

W/

My AVG (anti-virus) scan says there's a trojan horse in the Texmod zip file.... I'm not familiar with Texmod at all, so I'm not sure if this is normal or not. This is my first attempt to install texmod ever.

Edit: Nevermind. I also downloaded it from the wiki, but the scan says the same thing, and after a search through guru i see that AV don't like texmod.

Adam of Shadows

Adam of Shadows

Pre-Searing Cadet

Join Date: Jul 2009

A/E

Guys I need some help, first ever text mod.

I installed the Dromod, texmod, did everything on the front page and when I go to run it, nothing changes. Any idea why?

Solias

Pre-Searing Cadet

Join Date: Oct 2011

Lexington, KY, USA

United Vanguard

Rt/

Quote:
Originally Posted by Adam of Shadows View Post
Guys I need some help, first ever text mod.

I installed the Dromod, texmod, did everything on the front page and when I go to run it, nothing changes. Any idea why?
Since I use this mod everyday while playing (IT ROCKS!), I can't image why.

Is your Antivirus blocking it? If so, add the Texmod.exe to your Antivirus "exclude/ignore" list.

Did your Antivirus "clean" a virus/trojan from the Texmod zip file? If so, you'll need to download the zip file again and force the Antivirus to ignore the zip file and its contents. It is NOT a virus, it just works in much the same way that most viruses do.

Beyond that, I really have no clue why it's not working. You'll know instantly if Texmod is working, because it will take Guild Wars longer to load up while the textures are being loaded/replaced.

Maybe watching this vid will help. It's old, it's corny, but it's 100% accurate.

http://www.youtube.com/watch?v=isDETJCChkM

The "hey it's broken" part kicks in at around 2:30.

Hope it helps.

Zodiak

Jungle Guide

Join Date: May 2005

Gatineau, Qc, Canada

Kiss of Anguish [KISS]

P/W

Does anyone use uMod instead of Textmod? It seems to be a project by someone wanting to make a newer version of Textmod, seeing as textmod has been abandoned for years.

http://code.google.com/p/texmod/

Havent trieid it yet

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Quote:
Originally Posted by Zodiak View Post
Does anyone use uMod instead of Textmod? It seems to be a project by someone wanting to make a newer version of Textmod, seeing as textmod has been abandoned for years.

http://code.google.com/p/texmod/

Havent trieid it yet
Yeah i have been testing it out, like any new program needs testing to get rid of the skeptics. its a nice program that has support.

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Stats Update:

DroMod 2.0: 189 Downloads

DroMod 2.0 NC: 159 Downloads

DroMod 1.0: 141 Downloads

DroMod 1.0 NC: 83 Downloads

Thanks alot everyone for all the support and downloads

Darth0Vader

Ascalonian Squire

Join Date: Jun 2011

Rt/

Hmm imo the UI before the update was alot better, It seemed alot cleaner than the current one with more of a refined gw ui rather than a trying to redo it, + the grey/black scheme was pretty nice compared to the blue one. The health bars also (imo) look better red than green, not really sure of the reason for change there as with 2.0 I feel my whole team is poisoned lol

Again I would like to say that the transparency makes text really hard to read when you have multiple windows open or in certain areas.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

If only this mod had Glazed Graphite UI (instead of Dark Glass) and the 50% hp mark, then it would have become the definitive mod imo.

Still awesome job.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by Darth0Vader View Post

Again I would like to say that the transparency makes text really hard to read when you have multiple windows open or in certain areas.
Must admit, I find this problematic, as well. The overall feel of the mod is great - except for a few things to get used to (the green health bar, for example) and this.

CE Devilman

CE Devilman

Wilds Pathfinder

Join Date: Jul 2006

hell

Do U Trust Anet

N/Mo

after a lot of dead links I got the decompiler down

U can use TPFextract to open and add/remove/and so on in the TPF file
and so on.
and texmod to compiler it back to a TPF file

http://www.megaupload.com/?d=3491SB1V
http://uploading.com/files/3cac2423/TPFextract.7z/
http://www.mediafire.com/?f244xggoqmc82o6
(zip file is a 7zip)

ohh..btw
uMod needs the dll to be injected before the game calls the Direct3DCreate9() function.

Is it save to use..! (Anet banned a lot of bots on the "injected into a ddl file" way).

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

I've been having increasing graphic glitches with DroMod. I *know* it's not my graphics card, and it doesn't happen all the time. But when it does, it makes the game unplayable.

Example, stepped out into a Vabbi map and all I had was two giant bright blue 'donuts' on a black background. Party window, u-map, etc., are all on screen, but these giant blue things wouldn't go away until I completely shut the game down and left DroMod off. (That was the final straw today; other graphics errors, not so drastic, had been happening all afternoon.)

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Quote:
Originally Posted by FalconDance View Post
I've been having increasing graphic glitches with DroMod. I *know* it's not my graphics card, and it doesn't happen all the time. But when it does, it makes the game unplayable.
That is a limitation of TexMod. TexMod is beta software, it was never completed, and it was not designed for Guild Wars. It has graphics errors when used with Guild Wars, as you've noted. The more textures you replace with mods, the more frequent the errors become, and presumably this mod replaces many textures.

There are a number of workarounds for graphics errors with TexMod. You can reduce their frequency by reducing shadow detail in the graphics options, and you may also minimize or otherwise refresh the game by loading a new instance to eliminate incorrect textures.

Anyone may compile their own custom package like this mod with the aid of a .tpf unpacker, and several .tpf unpackers are now available. If anyone wants to customize this mod, it is not that difficult to do it yourself, provided you are able to copy, paste, and manage files, lists, and directories.

Nay of the Ether

Nay of the Ether

Academy Page

Join Date: Jun 2009

[EDS] Elite Death Society

N/R

Quote:
Originally Posted by FalconDance View Post
I've been having increasing graphic glitches with DroMod. I *know* it's not my graphics card, and it doesn't happen all the time. But when it does, it makes the game unplayable.

Example, stepped out into a Vabbi map and all I had was two giant bright blue 'donuts' on a black background. Party window, u-map, etc., are all on screen, but these giant blue things wouldn't go away until I completely shut the game down and left DroMod off. (That was the final straw today; other graphics errors, not so drastic, had been happening all afternoon.)
If you just minimize the screen (sometimes takes a few tries) it usually clears it up, this is a known texmod bug, has nothing to do with this specific mod itself. If it gets too bad, start removing any extra texmod files you are using and troubleshoot to see if its a specific one doing it. Also, the order you load them in makes a huge difference, since this one affect so many interface meshes, I recommend loading it first (unless you are using IGMM, then that has to always go first or it gets all kinds of stupid on you).

Darth0Vader

Ascalonian Squire

Join Date: Jun 2011

Rt/

I use to get those too with texmod, using umod makes them all gone as far as I can tell. Honestly I'm sure that anet doesn't care about any gui/graphic tweaks. Its not like this is cod where having obvious textures makes a difference.

Thanks for the tfextract, I can just replace some of the files myself now

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Version 3.0 Beta

Testing some things and fixing some issues users had problems with

http://youtu.be/o7pRvit_jhk?hd=1

Darth0Vader

Ascalonian Squire

Join Date: Jun 2011

Rt/

As far as I can tell the current transparency level is perfect. Green hp bars still make me feel Im perma poisoned but thats just a matter of preference i guess.

edit: dark weapons are a bit hard to see but thats about it.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Mmmh agree with above, transparency is ok, but you may have to play a bit with dark colour of invetory.

Ah, and green HP bar are odd for most ppl anyway

impulsion

Wilds Pathfinder

Join Date: Sep 2008

Terra Noise [Zraw]

N/A

Can you give me the texture/address or a tpf for just the true bond range compass?

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by drok3n View Post
Testing some things and fixing some issues users had problems with

http://youtu.be/o7pRvit_jhk?hd=1
Continues to look great but can't tell by the video if the MAPPING transparency is any better. Will download and test.

Sagittario

Sagittario

Krytan Explorer

Join Date: Aug 2010

Czech Republic

The Dragonfly Effect [Phi]

Rt/

O_O! Version 3 is out! I'll get it as soon as I get on my computer. Also great job at making the new name with Greek letters and azbuka(Russian letters), it looks great!


PS: l agree with above that green hp bars are odd.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Ok, just tested out v3. For mapping, it's a no-go. While the fog does clear a bit, the U-map no longer has the edges delineated so you can tell if you have all cleared or not. The visible difference in uncleared vs cleared is still not all that noticeable when out, either.

The other transparencies are, well, nearly not transparent anymore. The party screen box, for example, is nearly a black background with very little see-through to it. You've swung the pendulum back the other way .

The overall look is great, though. Clean, crisp and a hint of "modern" which is very attractive. Huge kudos to you!

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Yeah, during the beta version of 3.0 i have removed the mapping/carto features just for now so its less files to deal with in the mod itself. I'm sure you noticed by the size of it went down about 10mb. Im trying to work the interface to perfection before re-adding that element. I need input on any tweaks u can think of.

The green HP bars were inspired by playing other MMO's where the health is green and energy is blue or purple. So i only took the green health bit. Cause i dont know how people would handle Green Health and Purple Energy.

But please test the mod, report back any colors or things you would like to see tweaked.

here is a current screen of my layout.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by drok3n View Post

The green HP bars were inspired by playing other MMO's where the health is green and energy is blue or purple. So i only took the green health bit. Cause i dont know how people would handle Green Health and Purple Energy.
Ok, as long as you put the mapping stuff back in, we're good to go .

The "problem" with the green health bar in Guild Wars is that green is, of course, the color for being poisoned or diseased. I see green in my hp bar, and I start hitting/wanting condition removal. Maybe it would be better to stick with the tried-and-true red and blue?

The nearly non-transparent on the text, party etc. boxes, I can personally live with. As already pointed out, it can make it difficult to see a dark colored weapon in inventory/storage, though. (Heck, I already have that problem with a couple weapons in the existing game!) Perhaps some happy medium between what you had in v2 and what you have in v3Beta?

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Quote:
Originally Posted by FalconDance View Post
Ok, as long as you put the mapping stuff back in, we're good to go .

The "problem" with the green health bar in Guild Wars is that green is, of course, the color for being poisoned or diseased. I see green in my hp bar, and I start hitting/wanting condition removal. Maybe it would be better to stick with the tried-and-true red and blue?

The nearly non-transparent on the text, party etc. boxes, I can personally live with. As already pointed out, it can make it difficult to see a dark colored weapon in inventory/storage, though. (Heck, I already have that problem with a couple weapons in the existing game!) Perhaps some happy medium between what you had in v2 and what you have in v3Beta?
We'll i have personally enjoyed the Green health, I can change any colors. would changing poison and disease to another color be a good idea? cause i thought it would be equivalent to the red health bars and you bleeding. its just a little lighter. The green is almost the same effect but for poison

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by drok3n View Post
We'll i have personally enjoyed the Green health, I can change any colors. would changing poison and disease to another color be a good idea? cause i thought it would be equivalent to the red health bars and you bleeding. its just a little lighter. The green is almost the same effect but for poison
Here's the problem with changing colors as I see it: for those of us who have been around for the whole while, we could probably get used to seeing green health instead of red if it were a significantly different green than poison/disease. For those newer to the game, it could be an issue since they won't/don't have the experience. Right now, I think it's just the drastic change from six plus years of red to a rather, ahem, bright green that is throwing us off.

(Granted, I could also be totally wrong.)

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Quote:
Originally Posted by FalconDance View Post
Here's the problem with changing colors as I see it: for those of us who have been around for the whole while, we could probably get used to seeing green health instead of red if it were a significantly different green than poison/disease. For those newer to the game, it could be an issue since they won't/don't have the experience. Right now, I think it's just the drastic change from six plus years of red to a rather, ahem, bright green that is throwing us off.

(Granted, I could also be totally wrong.)
I agree completely, some people have "change" issues.

What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple

Here is an idea of a tealish color

Video:


SS:

Sagittario

Sagittario

Krytan Explorer

Join Date: Aug 2010

Czech Republic

The Dragonfly Effect [Phi]

Rt/

Quote:
Originally Posted by drok3n View Post
I agree completely, some people have "change" issues.

What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple

Here is an idea of a tealish color
http://img440.imageshack.us/img440/9465/gw324e.th.jpg
As for me, I'd keep the default color of health bar as it is. Other color changes might be cool and I'd appreciate different color for hexes and some conditions (e.g.burning), but l got used to red = healthy. It would take me too long to get used to green hp bars. But I talk just by myself, other can be np with that.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple
The only way I can see the bright green you're using currently to be widely "accepted" for health is to keep poison/disease a very noticeably dull green in contrast.

Bleeding - a red (within the green) bar similar to what we have for deep wound or energy exhaustion (those would remain grey)

Poison - dull, lighter green as described above

Hex - keep the light purple as-is

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Version 3.0

Green Health:


Red Health:


To end the problem ill just make both versions :P You now have the option of picking Red Health or Green Health. I might need to sort a few things out after you guys give me some feedback but i wanted to get these out there asap.

ps. Itried something new for poison/disease color. Let me know what you guys think

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

I downloaded the 'red' version. Just loaded it a few minutes ago to see the new stuff. Tomorrow I'll download the green to have a look. (And I'll go find something to poison me.)

Mapping transparency is still a bit too transparent for me. If I'm not actively looking at the U-map to see the clear happen, it's hard for me to tell if it has or is cleared. The un-clearable regions are clearly marked, but there's not a great deal of "fog" over uncleared versus cleared.

For the record, I'm near-sighted and there's nothing wrong with my vision at the computer . And I'm looking with DroMod on two different machines, two types of monitor, two resolutions, etc.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Graphic anomalies are still odd, but the original TexMod files produced them as well.

I know I'm being a PitA about this, but *please* darken the "fog" for uncleared maps. In the original game (i.e. not TexModed at all, just the game), the undiscovered areas are darned near as 'dark' as the unclearable areas. This makes it readily visible where you've scraped and where you might still need to - TexMod added the yet darker unclearable areas so you could see beyond a shadow of a doubt what you could or could not totally clear.

With DroMod right now, the fog is light enough I can see all the transitions on the map, even where I haven't cleared, as well as paths and such. I don't need that, to be honest. It's not important. In fact, it makes it very difficult to tell if I've *really* cleared a space or not!

(Within kissing distance of Legendary Cartographer now, so I might have a clue what I'm talking about .)

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Quote:
Originally Posted by FalconDance View Post
Graphic anomalies are still odd, but the original TexMod files produced them as well.

I know I'm being a PitA about this, but *please* darken the "fog" for uncleared maps. In the original game (i.e. not TexModed at all, just the game), the undiscovered areas are darned near as 'dark' as the unclearable areas. This makes it readily visible where you've scraped and where you might still need to - TexMod added the yet darker unclearable areas so you could see beyond a shadow of a doubt what you could or could not totally clear.

With DroMod right now, the fog is light enough I can see all the transitions on the map, even where I haven't cleared, as well as paths and such. I don't need that, to be honest. It's not important. In fact, it makes it very difficult to tell if I've *really* cleared a space or not!

(Within kissing distance of Legendary Cartographer now, so I might have a clue what I'm talking about .)
ill work on the carto bit of it.

have u tried uMod? ive been running it lately and its honestly tons better then texmod, the ability to turn the mod on and off without closing the game had me sold instantly.. also i can restore my shadows without the annoyance of the block around my toon, and weird textures popping up in background scenery

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

Another question:

what are your first thoughts of this.



im a huge green color addict

Sagittario

Sagittario

Krytan Explorer

Join Date: Aug 2010

Czech Republic

The Dragonfly Effect [Phi]

Rt/

Very interesting color change, but it's too much different from original game so ppl would feel weird while playing, like it was not GW.

It's actually pretty good, but I'm too used to red hp bar. I'd like to try green interface with red hp bar.

Ohh and one more thing. Version 3.R uses green text for hp gain while hp bar is red.