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Of xml files and non-existent textures

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  17:19:58  15 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/15/2012 17:45:05
Messages: 1072
Of xml files and non-existent textures

In trying to create a COP-inspired inventory, I cannot find, no matter how hard I try, this stupid texture named 'ui_frame' (from carbody_new.xml). I've looked high and low - it does not exist as a standalone .dds texture file, that is for certain (it wasn't referenced as ui\ui_frame in the xml file, so it has to be referenced by an xml...or is meant to be). I've checked various texture files in the ui folder (unpacked SOC), and no file there contains anything like it, and the most obvious xml files to check do not reference to anything named ui_frame. I tried the ui_frame series of textures, thinking it was built from a number of small textures, made them completely transparent (black alpha channel), and still I get the texture. I cannot get rid of it at all. Please will someone tell me where the hell this retarded texture is so I can put it out of its misery?

Before anyone asks...I cannot even change the name of the texture in carbody_new.xml. It always crashes while loading the game, and says it cannot find texture ui_blah_blah_b (not literally blah_blah, but whatever I do, it adds the _b on the end). Photoshop also likes saving the changes I made to the ui_frame series of textures and then dispensing with them completely (I'm saving them as .dds files, probably not the correct sizes, but they save nonetheless...this is completely beyond idiocy now).
  17:59:37  15 March 2012
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cOldSnake
modeler
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On forum: 07/11/2011
Messages: 197

---QUOTATION---
Of xml files and non-existent textures

In trying to create a COP-inspired inventory, I cannot find, no matter how hard I try, this stupid texture named 'ui_frame' (from carbody_new.xml). I've looked high and low - it does not exist as a standalone .dds texture file, that is for certain (it wasn't referenced as ui\ui_frame in the xml file, so it has to be referenced by an xml...or is meant to be). I've checked various texture files in the ui folder (unpacked SOC), and no file there contains anything like it, and the most obvious xml files to check do not reference to anything named ui_frame. I tried the ui_frame series of textures, thinking it was built from a number of small textures, made them completely transparent (black alpha channel), and still I get the texture. I cannot get rid of it at all. Please will someone tell me where the hell this retarded texture is so I can put it out of its misery?

Before anyone asks...I cannot even change the name of the texture in carbody_new.xml. It always crashes while loading the game, and says it cannot find texture ui_blah_blah_b (not literally blah_blah, but whatever I do, it adds the _b on the end). Photoshop also likes saving the changes I made to the ui_frame series of textures and then dispensing with them completely (I'm saving them as .dds files, probably not the correct sizes, but they save nonetheless...this is completely beyond idiocy now).
---END QUOTATION---



Check the ui_hud.xml,there is a list of textures-coordinates,that "grab" texture from ui_hud.dds
  18:09:39  15 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/15/2012 18:14:36
Messages: 1072
It is absolutely nothing to do with ui_hud.xml. This ui_frame texture is named exactly as it is, it isn't ui_frame_money or anything like that. It's in carbody_new.xml, for the loot panel - specifically, where the description of an item goes. I can categorically state that the ui_frame series of textures also are nothing to do with it (I made them all completely transparent and tried saving them all as .tga files, followed by switching them to .dds files by renaming, as they were the wrong size to be .dds in truth - all to no avail whatsoever).

This texture really doesn't exist...and I mean, it REALLY DOES NOT EXIST. It's from out of nowhere. I'm just about done with the pos that is Stalker when it comes to modding it. If this can't be figured out, then I'm not touching SOC with a ten foot barge pole ever again. This was meant to be a tiny modification, not wrestling with the idiots who set up such a retarded system of referencing textures (i.e. they switch how they do it randomly).
  20:30:46  15 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
Messages: 1902
Most likely that frame is an UI element - something similar to buttons or entry consoles (like the save game one) that have physical element textures but the whole is a collection of them as subelements.
For instance you can define a button called my_new_button.
It physically doesn't exist, but it's frames do: my_new_button_e, my_new_button_d, my_new_button_t, my_new_button_h .

Going from there there are some textures in the ui\ui_old_textures.xml

It looks like it is a text related console, but maybe i'm wrong.
Could be these :

    <texture id="ui_frame_l" x="128" y="320" width="128" height="128" />
    <texture id="ui_frame_back" x="0" y="384" width="128" height="128" />
    <texture id="ui_frame_b" x="800" y="96" width="128" height="128" />


The source texture should be in ui\ui_old_textures.dds
  20:48:16  15 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Thank you, it turns out it was that .dds file at the root of it all. I tried meddling with the individual ui_frame textures, and taking LURK as an example, even tried changing all the ui_frame_03 textures and using them to no avail. Killing the visibility in ui_old_textures finally solved the issue.

Thank you once again. It's frustrating when GSC choose one method of referencing textures, only to throw it out and go with another suddenly, and then back again...
  16:32:05  17 March 2012
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Maybe you shouldve called the thread "X files" ?
But seriously i dont think the developers were all like "Hmmm, we really must think of the modders when we make this game, especially the ones who call our masterpiece a piece of shit!"
  17:42:16  17 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/17/2012 17:44:48
Messages: 1072
I don't think the game is bad, I was just frustrated. I'm really short-tempered at the moment...I also get dramatic at times.

If I think about it properly, I see it as down to different approaches by different members of the team at different times, and some of the methods of calling textures that aren't used widely through the xml files were simply left in because they didn't think it necessary to change them when they worked fine as is. It can be annoying, though, when you can't seem to change the name of the texture because it will always CTD, and changing a bunch of textures that seem to be referenced in one big group doesn't do anything either. I mean, a bunch of textures named ui_frame_xx? They did look like an obvious choice...
 
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