[Merging] Missing Textures

Hey everyone.

I’m trying to merge Stasher v5 into Grimarillion, and it works except I am getting missing grimarillion textures. Here’s what I have done step by step.

  1. Made Mod folder, with database\records and Source folder.

  2. Extracted Grimarillion.arz with Archivetool.exe -Database function.

  3. Moved the extracted Records into my mod’s records folder.

  4. Moved Stasher’s records into the same folder (No overrides, yay!)

  5. Moved Stasher’s PSD source files into Source\UI\Caravan
    (5a. Set to Auto-Create these files in the asset manager)

  6. Extracted UI.arc from grimarilion with the Archivetool.exe -extract function.

And here is where I’m not sure what to do.

Tried placing the extracted Grimarillion ui.arc into Source\ui but missing textures.
Tried placing the extracted Grimarillion ui.arc into resources\UI\ but no ui.arc seems to be made?
Tried placing the extracted Grimarillion ui.arc into assets\ but I get an error

…\assets\UI\NameOfFile.tex: Not an Asset FIle
Error: Failed to find compiler for asset …\assets\UI\NameOfFile.tex

Not sure what to do here.
I can get the stasher functionality to work, and it shows up and everything and works.
But I simply cannot get the grimarillion textures to show up after I’ve done this.

HELP! =D

Grimarillion includes Grim Quest, and thus inherits the Asylum101 secret build process. So rebuilding Grimarillion, or any Grim Quest containing mod, is not only not supported, but not allowed.

I see! Thank you very much!
Guess I will use GDstash.

there is nothing secret about that process, in fact I proposed it to him…

When packaging a mod, the tool takes the source files (.tga or whatever), converts them to .dds and includes the .dds in the mod

As there are no source files for the TQ resources (as they are the .dds files from TQ), they get skipped over and are not automatically included.

Therefore they need to be added to the .arc after it has been built. They need to be added to it via the archivetool or some such thing, have not done that in a long time

Its actually not the Grim Quest textures thatis missing, Perhaps because I have TQ installed?

Its the Zenith masteries mod’s textures that is missing.

Thank you for that. I enjoy the content the GQ mod has brought to GD.

On a side note, due to the hard work and time Asylum101 has invested into the GQ project, he has asked not to share the GQ source at this time. I honored his request and made the DAIL source private as well did Jiaco with the Grimarillion source. If track1044 wishes to decompile and edit said mods despite our requests, he is on his own with putting it back together.

Isn’t the GQ souce what is in the .arc, i.e. there is no real source to begin with, as he started with the .dds files ?

I honored his request and made the DAIL source private as well did Jiaco with the Grimarillion source. If track1044 wishes to decompile and edit said mods despite our requests, he is on his own with putting it back together.

I follow the open source approach here, if you build your own mod for your own purposes, do what you want. As soon as you want to publish it, you better have permission from the authors that you took pieces from.

Material missing the ‘assets’ information will be kicked out of the arc file by the AssetManager during the build process. If the modder does not have the tex files on hand to be manually reinserted, missing textures will be experienced.

Open source/closed source, I’m not going to be a prick about it and still honor his request. Until the lawyers start lining up and complaining about the D3 masteries, D2 masteries, D2 maps, and the GQ masteries, I believe it to be the decision of the modder to share/not share the work he has done.

Um, he just stated that he effectively does not have permission to open share the source. If you’re referring to asylum instead instead of Kath here though, well last I checked there’s no open source license requirement for GD mods, so he can do whatever he pleases.

Back on topic, I will write a [TUT] on how to merger stasher mod with Grimarillion that won’t overly infringe :smiley: on anyone’s material and not require any additional, local resources not included in the “user” packaged mod.

I am aware, the OP did not say anything about him wanting to publish the mod though, he only was asking how to build it, from my understanding for his own personal use.

As I said, anyone can roll a mod for their own use that includes whatever stuff he finds in other mods without permission, there isn’t really anything anyone can do about that and I do not even see why anyone should care.
If you want to publish it however, you should have permission from the other authors.

Yes.

Where we are having confusion in not that the OP intends to publish or not, but rather the source is not available for a proper rebuild at the modders request. We can chew all day long on who owns the GQ source, but if asylum doesn’t want to release it, that is his choice wrong or right.

I am going to post a dog-leg work around when I get back to my pc.

Asylum does not have the sources either. He is using TQ assets of which he has no source files. He might have sources for skills he added etc., but for the majority of the stuff in his mod, he does not.

So the content of the .arc is the source for all intents and purposes

Sure. You’re still missing the point. ‘Source’ being all ‘assets’ he’s created, extracted, and spent time getting to work.

I think we talk about the same thing…

This distinction between source/assets and what is included in the mod is mostly relevant for images, as the tool converts them to the GD texture format and does not include the original in the mod. For database.arz, the files in it are (identical to) the source.

So while you may technically not have the source files of Asylum, they are 99% identical to what you find in the .arz and .arc files because he does not actually have the assets either, he packages the TQ textures (unlike for mods like Zenith where there actually are source images that do not come with the mod).

So Asylum’s assets by and large are in the mod, even if he does not make the source assets available separately. Exceptions may be some additional skill icons and staffs dealing the GD specific damage types etc. but for anything that was already in TQ, what is in the mod are the exact same assets he has.

In our small modding community, I consider asylum101 to be the dev (I don’t want to use the word ‘owner’) of the GQ mod and all the ‘contents’ therein due to the time and effort he has put into making it fantastic. So I will look upon the GQ mod and all the ‘contents’ therein as if he were the ‘owner’ and all the respect it deserves.

I think I seriously derailed this thread with my confusion :stuck_out_tongue: I love my dev buds and can be quick to become the self-proclaimed ass. :smiley:

Time to get busy figuring out a solution for the OP. I could use some more stash in Grimarillion as well.

I never disagreed with this. If you want to include GQ in a public mod, ask Asylum for permission to do so.

All I said was that you do not really need any files outside of what is in the mod to do so.

Time to get busy figuring out a solution for the OP. I could use some more stash in Grimarillion as well.

In early versions, Asylum included a .bat file to add the assets to the .arc files


archivetool Creatures.arc -update . Creatures 6
archivetool Effects.arc -update . Effects 6
archivetool XPack.arc -update . XPack 6
archivetool Items.arc -update . Items 6

That should still be all that is needed, unless there now are some additional folders in resources