The army painter always seemed boring to me, only being able to choose plain colors. Would it be possible to implemet different textures such as camouflage?
I don't know how the army painter works exactly but I know it overlays the diffuse and specular maps, so changing or adding these should theoretically work.
More complex army painter colors
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: More complex army painter colors
Yes, would be possible.
I made a thread regarding that topic a while ago, but people didnt really seem to care.
viewtopic.php?f=12&t=843&p=24334&hilit=pattern#p24334
In theory the colour pattern could look like what ever. I did a chess board pattern one for Grey Knights for testing purposes.
All it takes is creating a new "_tem" map ( like grey_knight_helmet_tem2.dds for example )
and the game will display it if you choose the second colour pattern slot.
( and tem3 for the third, and tem4 for the fourth slot )
If there isnt one, the game just picks the default one instead
( grey_knight_helmet_tem.dds )
So, it would be fairly easy to add new like camo patterns for IG for example.
Or ones that add tattoos / warpaint on orks.
Without any change to the default, classic pattern used right now.
But, well, the alternative pattern slots seem to be locked for races beside SM/GK -
I dont know if they could be unlocked or not.
I made a thread regarding that topic a while ago, but people didnt really seem to care.
viewtopic.php?f=12&t=843&p=24334&hilit=pattern#p24334
In theory the colour pattern could look like what ever. I did a chess board pattern one for Grey Knights for testing purposes.
All it takes is creating a new "_tem" map ( like grey_knight_helmet_tem2.dds for example )
and the game will display it if you choose the second colour pattern slot.
( and tem3 for the third, and tem4 for the fourth slot )
If there isnt one, the game just picks the default one instead
( grey_knight_helmet_tem.dds )
So, it would be fairly easy to add new like camo patterns for IG for example.
Or ones that add tattoos / warpaint on orks.
Without any change to the default, classic pattern used right now.
But, well, the alternative pattern slots seem to be locked for races beside SM/GK -
I dont know if they could be unlocked or not.
- BaptismByLoli

- Posts: 830
- Joined: Fri 28 Feb, 2014 8:20 am
- Location: The Place Where Wishes Come True
Re: More complex army painter colors
Actually, I encountered something annoying. When I use a color available only in Elite like Celestial Gold for example and then jump to Retail, I immediately lose the entire army scheme.
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Re: More complex army painter colors
And when you use a Space Marine chapter mark in a custom paintjob and jump to retail it goes blank, that's understandable; but next time you jump in Elite the army stays without mark, seems like the Elite's exclusive army marks are erased when you run retail.
Re: More complex army painter colors
@Orkfaeller:
I was actually thinking more in a way of having a color slot containing multiple hues of that color in a camouflage like manner rather than having to combine the two slots to make it work that way. But you gave me an idea. I'll make some tests and let you know what I come up with.
EDIT:
So I checked some files and the colors are generated, so the only way is indeed editing the team textures. I couldn't find how to open the patterns for other races though.
I was actually thinking more in a way of having a color slot containing multiple hues of that color in a camouflage like manner rather than having to combine the two slots to make it work that way. But you gave me an idea. I'll make some tests and let you know what I come up with.
EDIT:
So I checked some files and the colors are generated, so the only way is indeed editing the team textures. I couldn't find how to open the patterns for other races though.
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: More complex army painter colors
^
Yeah, thats all done within the tem map, by using different shades ( brightness and colour saturation ) within a colour channel. Or by "overlapping" channels to mix colour slots together.
Yeah, thats all done within the tem map, by using different shades ( brightness and colour saturation ) within a colour channel. Or by "overlapping" channels to mix colour slots together.
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