As we know, it is possible to replace textures in s3d files using EQ-Zip. I have used this to great effect on my server, giving the game an entirely new art style.
However, things get a little trickier when trying to replace textures in an eqg based zone.
From what I can tell, there are 3 files associated with each texture in these zones.
First, you have the detailed texture file
Secondly, there is the "normal map" version of the same texture file
Last, we have a file that can be opened as a plain text file, containing information about how the texture is used in the zone.
When opened, here is the information within the .eco file:
Code:
*TEXTUREPART
*LAYER dirtpath
*MINHEIGHT -10000.000000
*MAXHEIGHT 10000.000000
*HEIGHTTOL 10.000000
*MINSLOPE 0
*MAXSLOPE 90
*SLOPETOL 1
*COVERMAP coverage2_rock.dds
*BLENDMAP default.bmp
*BLENDSOFTNESS 0
*LAYERINGMAP default.bmp
*LAYERINGAREA 16
*DETAILMAP Di_moors_dirt_path.dds
*NORMALMAP moors_dirt_path_10n.dds
*DETAILREPEAT 25
*NORMALREPEAT 25
*END_LAYER
*END_TEXTUREPART
*OBJECTPART
*END_OBJECTPART
*FLORAPART
*END_FLORAPART
Now.... what I did to try and replace this texture, was open the "detailed" version in my image editing tool of choice, and then replace it with my new texture and save over the dds file. Inserting it into the eqg file by itself resulted in my zone crashing when loading into the game, giving an error that the zone file itself is "not found" (the same error that occurs, for example, if you try zoning into cshome without having the zone files in your directory)
So naturally, the next thing I tried was taking the "normal map" version of the file and replacing IT with my custom texture... zone crash
So now I'm thinking, I might need to start learning what the hell a normal map is, and how I can make one... so I load up a plugin for GIMP, run a normal map filter over the texture, and replace it using EQ-Zip... crash.
I'm at a standstill for now -- does anyone have any insight into what might make replacing textures within an eqg zone possible?