Editing (and Modifying) Existing Custom Objects With Blender?

Discussion in 'General Discussion' started by pasictarik10, Jan 19, 2023.

  1. pasictarik10

    pasictarik10 Member

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    Hi,

    I want to modify some existing station signs created by someone else using Blender in order to give them different names but keep the structure (the board, post etc.). How can I do that? Or perhaps there is a better software for this?
     
  2. torfmeister

    torfmeister Guest

    Just edit the texture using RSBinTool.

    If you want to edit models, I suggest using Blender and the Briage plugin. Note that DTG's models are encrypted - it is not possible to import them.
     
    Last edited by a moderator: Jan 19, 2023
  3. pasictarik10

    pasictarik10 Member

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    I just want to change the name of the station on the label and put something else so should I use RSBinTool then? I don't want to edit the model, just change the name.
     
  4. torfmeister

    torfmeister Guest

    Use RSBinTool to open the TgPcDx, export the image as .dds, edit it with your preferred software (I'm using the free Paint.net), import it back to RSBinTool and save the TgPcDx back.

    Example: Kuju 70's billboard:

    1.png

    Make sure to save it using the exact same settings as the original, in this case the (non-transparent) DXT1 format, generating MipMaps.

    2.jpg.png
     
    Last edited by a moderator: Jan 19, 2023
  5. pasictarik10

    pasictarik10 Member

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    Thank you, would you recommend Paint.net as a reliable software? I really just want to change the names on a station board, nothing else.

    Also, wouldn't I need to create a new name for the asset if I don't want the modified TgPcDx to overwrite the original one? I want to keep both the original one but also have a new edited one which I've created.
     
  6. pasictarik10

    pasictarik10 Member

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    upload_2023-1-19_19-22-34.png


    I get this error when I try to open TgPcDx with Paint.net. It's not working with RsbinTool either.
     
  7. torfmeister

    torfmeister Guest

    Like I said, open it with RSBinTool, export it as DDS, load this DDS into Paint.net, edit, save and import back into RSBinTools.

    And if you want to make this a new asset you have to change its name of course, and edit the DisplayName in the blueprint. Also modify the GeoPcDx to point to the new texture.

    It seems you haven't done this before, check some tutorials on Youtube.
     
    Last edited by a moderator: Jan 19, 2023
  8. pasictarik10

    pasictarik10 Member

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    But I can't get it to open with RSBinTool... And no you're right, I haven't done this before.
     
  9. JetWash

    JetWash Well-Known Member

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    Can I suggest you use Gimp for editing. With a little bit of effort (Google and YouTube are your friends) it’s really awesome for editing images. All the texture packs I’ve made for TSW were done using Gimp.
     
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  10. Reef

    Reef Well-Known Member

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    Die hard Paint Shop Pro user here but it's really horses for courses, Gimps ok as is Paint.net.
     
  11. pasictarik10

    pasictarik10 Member

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    I will try to look for Youtube tutorials as this is all very new and confusing to me still.
     
  12. torfmeister

    torfmeister Guest

    Good luck, I know it's confusing but once you understand it it's pretty easy.

    To sum up the basics:

    Each scenery asset consists of at least three files: The main blueprint (.bin), the model file (.GeoPcDx) and the texture (.TgPcDx).
    The .bin holds the main information about the asset. It points to the .GeoPcDx file and, important, holds the "DisplayName" information - this is the name which appears in the editor.

    The .GeoPcDx points to the texture file used.

    So if you want to clone an asset - in your case for creating a new sign - first copy the .bin of the source file. Unserz it to get the plain .xml, give it a new name and edit the DisplayName section.

    After you've saved a new TgPcDx file under a new name, you must edit the GeoPcDx to point to that new file.

    The TgPcDx file is just a container, it contains metadata on the texture (compression, mipmaps) and the DDS file itself.
    Same goes for GeoPcDx files, which is a container for the model. To make these files readable, append a .bin extension to their filename and unSerz them with serz.exe.

    I will write a short illustrated step-by-step guide, doing what you are trying to do here.
     
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  13. R3dS41ft

    R3dS41ft Active Member

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    ... wondering if I should start a separate thread to find out how .lua files fit in ...
    Obviously unrelated to texturing
     
  14. torfmeister

    torfmeister Guest

    DTG Matt has done very fine tutorials on YT on scripting

     

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