[Graffiti Anywhere] How to add new images
Enviado: 29 Nov 2020, 00:33
PT-BR: f52-tutoriais-utilidades/t5549-graffiti ... as-imagens
Basic
https://www.mixmods.com.br/2020/11/graf ... lquer.html
Each graffiti is a unique object, occupying a unique model ID, etc. So it works entirely on the original game system.
Therefore, to create a new design option, you need to create a new object, making a copy of an existing one and changing the texture.
Replacing the original textures
The mod comes with few graffiti. If you just want something quick, changing the original textures, just use Magic.TXD to open the mod's
In the options, use DXT5 compression and activate Mipmaps. Remembering that it is
Adding a new one without replacing
In the mod there are some .dffs with different sizes. The .dff name itself says the size.
For example,
If you want to add a new 1x1 graffiti, make a copy of
Open the
Right click on
Open the file
Make a copy of one line and, again, rename it to the name of your new .dff.
The number at the beginning is the model ID, that is, if the last line is
For example:
Attention: You can repeat the process with new objects up to thousands of IDs. In the list of IDs I reserved up to ID
Now in the mod's CLEO folder, open
It is self-explanatory, at the end of the list of IDs, add a new line for your new ID.
That is, if it ends with
If you open the game now, it will work, however the new graffiti will be exactly the same as the one you made the copy of. You need to change its texture.
The name of the texture is defined in the .dff file, so to use another texture, it is necessary to edit its name.
You can open .dff in a software that imports .dff files, but this is more complicated and can be destructive. The simplest way is to use RwAnalyze.
Open the .dff file in RwAnalyze.
Search for the texture name in a

Double click on this line, a window will open to enter the new name. Switch to any other, for example
Save the file.
Open the
To add a new texture, you can simply drag a .png file to the program window.
Use images with transparency and at a power resolution of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 or 4096).
In the options,
After adding it in .txd, at the end of the list, select it and press
There, now you have a whole new graffiti in your game!
Remember, the object is in your saved game, so if you save the game with painted graffiti, do not delete the files or it will crash, you need to delete them from the game and save again before deleting the files.
Basic
https://www.mixmods.com.br/2020/11/graf ... lquer.html
Each graffiti is a unique object, occupying a unique model ID, etc. So it works entirely on the original game system.
Therefore, to create a new design option, you need to create a new object, making a copy of an existing one and changing the texture.
Replacing the original textures
The mod comes with few graffiti. If you just want something quick, changing the original textures, just use Magic.TXD to open the mod's
graffiti_anywhere.txd and replace the textures ( Ctrl + R) with new images with transparency and a resolution of 2 ( 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 or 4096).In the options, use DXT5 compression and activate Mipmaps. Remembering that it is
M to open the options window for that texture.Adding a new one without replacing
In the mod there are some .dffs with different sizes. The .dff name itself says the size.
For example,
graffiti_1x1_1.dff is a 1x1 proportion (in reality, it is 2x2 meters).If you want to add a new 1x1 graffiti, make a copy of
graffiti_1x1_1.dff and rename it to graffiti_1x1_2.dff.Open the
GraffitiAnywhere.col file with Col Editor.Right click on
graffiti_1x1_1, in Copy to make a copy, and name that copy graffiti_1x1_2.Open the file
GraffitiAnywhere.ide with some text editor.Make a copy of one line and, again, rename it to the name of your new .dff.
The number at the beginning is the model ID, that is, if the last line is
13977, put a 13978 on the line below with the name of your new .dff.For example:
13978, graffiti_1x1_2, graffiti_anywhere, 299, 4.Attention: You can repeat the process with new objects up to thousands of IDs. In the list of IDs I reserved up to ID
13999, so I recommend adding it up there as other mods can use the following IDs. Recalling that other mods that add objects, such as SAMP Objects for Singleplayer and total conversion mods may conflict and you’ll need to choose other IDs.Now in the mod's CLEO folder, open
Graffiti Anywhere.iniIt is self-explanatory, at the end of the list of IDs, add a new line for your new ID.
That is, if it ends with
ID4=13977, add below ID5=13978.If you open the game now, it will work, however the new graffiti will be exactly the same as the one you made the copy of. You need to change its texture.
The name of the texture is defined in the .dff file, so to use another texture, it is necessary to edit its name.
You can open .dff in a software that imports .dff files, but this is more complicated and can be destructive. The simplest way is to use RwAnalyze.
Open the .dff file in RwAnalyze.
Search for the texture name in a
Material> Texture> String. When selecting the line, you will easily see the texture name there.
Double click on this line, a window will open to enter the new name. Switch to any other, for example
graffiti_1x1_2.Save the file.
Open the
graffiti_anywhere.txd file with Magic.TXD and add a new texture named graffiti_1x1_2.To add a new texture, you can simply drag a .png file to the program window.
Use images with transparency and at a power resolution of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 or 4096).
In the options,
After adding it in .txd, at the end of the list, select it and press
M to open the options window: Use DXT5 compression and activate Mipmaps.There, now you have a whole new graffiti in your game!
Remember, the object is in your saved game, so if you save the game with painted graffiti, do not delete the files or it will crash, you need to delete them from the game and save again before deleting the files.