Converting TGA formats to TEXTURE for Reskinning?

NJCurmudgeon

New member
I've been experimenting with some reskinning of engines with my own livery for a fictitious layout. When the assets have TGA format files, I can open them in Photoshop, edit them and resave them as TGA formats. Some have TEXTURE formats, however. I am able to open them in PEVSoft Images 2TGA and then convert to a format I can read in Photoshop. My problem is then converting them back in TEXTURE format. I don't seem to have an option in PEVSoft. How would I do this?

Thanks!
 
the conversion process should create a .texture.txt file. This is your new .texture file. The mesh looks for the .texture.txt file which in turn points it in the direction of the .tga file. So you do not need to use re-convert back into .texture. Just delete them out of your directory as the mesh will default to the .texture file over a .texture.txt file.

peter
 
Thanks PerRock. I'm not entirely clear as to the sequence of events, though. Understanding that I am still new at the whole reskinning process, could you give me a step-by-step idea of what I should be doing? I know enough to clone the asset, open it for edit in Windows Explorer. I have PEVSoft and Photoshop as my editing tools. Thank you!
 
After you get it into Explorer:
1) Convert any .texture files using PEV's Images2TGA; this will generate 2 (or three depending on the file) files: one (or two) .tga file(s), this is your image you can edit (the other would be an alpha map file, again you can edit this as an image); and a text document ending in .texture.txt, this is the replacement for the .texture file.
2) Delete all the old .texture files.
3) Edit your .tga files.
4) Edit your config file (change username, bring up-to-date, etc)
5) Import into CMP/TRS.

peter

PS: TRS also supports the use of jpeg and bitmap files, however the use of targa files is preferred. To use one of the other file types open the .texture.txt file in notepad, it should be pretty obvious to see what needs changing.
 
Peter is correct and additionally, for your info, the Content Manager makes the .textures when you commit the asset into the game. This is a relatively slow process because the images are compressed as well as being converted to the multi image (mip) texture format.
 
PEV's tools are indispensable for reskinning, you can check your work without importing into Trainz first, and even make the thumbnail picture you need for the file!

I contend that's it's best to check the object in Trainz before uploading though, so you can compare relative size of objects and decide if you need to make any changes after you see it in game.

But I'm wacky like that...;)
 
Ed, that's not wacky.. just smart.. Any one who makes content knows how easy it is to get things wrong..
 
Thanks folks! I was distracted from Trainz by that pesky annoyance of making what passes for a living...I want to try what's been suggested soon, though!

I'm not sure about uploading anything beyond my own game, though. This is a fictitious route and I want to create fictitious railroads to fill the various functions. For example, I'm working on a timber company area that has its own diesels that pull the log wagons from logging camps that use the forestry asset to produce logs down to a yard to be picked up by freights coming through. I want to put the company name on the livery of the timber company engines. But I'm not sure how much call there would be from others for my "Great North Timber Company" locos.

I'll report back how the suggestions worked out. Many thanks everyone!!
 
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