I don't recall having to use the same number of characters in the new RAW name using MDMREs either......but doing so does help new truck-makers avoid errors....it's good advice
I DO recall that if I used more than 8 letters in the name, then MDMRE's proggy would overwrite the .RAW extension
(Example: by calling it
newbigft1.ra - with 9 letters, the "W" in RAW is pushed off the name). Now BINedit won't accept it, and MDMRE's can't reload it to repair in many cases.
I had to use HexWorkShop to repair the names afterwards when that happened...eventually, I began to use it more often.
Now I use a hex-editor program all the time for texture replacing. No size limitations...
HOW?
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OK, I spent some time today writing up a tutorial on using HexWorkShop, but it should be usable for any hex-editor.
I wrote it as a wordpad documant, complete with graphics to simplify the directions.....It's been converted to a web page by Phineus...link below.
Please let me know if this TUT (toot?) successfully teaches you to replace textures on your MTM2 BIN models. It took me a few hours to create...
http://mtm2.com/~mtmg/trucks/bigdogges_replacer.html------------------
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BigDOGGe's Boneyard ...The Best Custom Trucks in MTM2 -
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Edited by ZOtm_BigDOGGe (28-04-2003)</font>