Jump to content
 

What are the settings required to save WWE '12 textures?


Recommended Posts

Posted

Hey everyone, GameElite and I are making a Corporate Kane:

14trgj8.jpg

We are using the WWE '12 model for this, and when I went to inject the color and normal using X-Packer, it said "Texture file must be the same size as original" This showed me that obviously WWE '12 textures required a different setting when saving it. If anyone knows the setting, please let me know. Thanks...

Posted

I'm gonna explain you how to see the format of all the files:

-Drag the file that you want to know the format to an hex editor

K0acZge.jpg

Posted

I'm gonna explain you how to see the format of all the files:

-Drag the file that you want to know the format to an hex editor

K0acZge.jpg

Thank-you, I did open it up in Hex Editior before but I didn't know what to look for. Thanks for your help...
Posted

Sorry, I just checked it in Hex Editor and this is what I got:

Color -

vem6x2.jpg

Normal -

2dudpat.png

Anyone know how to fix it? I've already tried...

Posted

Sorry, I just checked it in Hex Editor and this is what I got:

Color -

vem6x2.jpg

Normal -

2dudpat.png

Anyone know how to fix it? I've already tried...

Read

Posted (edited)

Sorry, I just checked it in Hex Editor and this is what I got:

Color -

vem6x2.jpg

Normal -

2dudpat.png

Anyone know how to fix it? I've already tried...

Read
Sorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is? Edited by rub3945
Posted (edited)

Save in photoshop as dxt1 or dxt 5 depending on format and 4 mipmaps

Edited by gamingfan
Posted

Save in photoshop as dxt1 or dxt 5 depending on format and 4 mipmaps

That's what I originally did. It wouldn't let me inject it like that.
Posted

If not then add 00 00 s at the end of the file in hex editor till you have the same size as the extracted file.

 

To do this

 

Check the size of extracted file in bytes by right clicking and going to properties.

 

Then edit the file and add 00's at the end of the file in hex editor till both the sizes matches.

Posted

 

 

Sorry, I just checked it in Hex Editor and this is what I got:

Color -

vem6x2.jpg

Normal -

2dudpat.png

Anyone know how to fix it? I've already tried...

Read
Sorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is?

 

Convert 0C or 0B to dec on the calculator and you will get the number of minimaps

Posted

I remember having trouble with DDS files on 'un-fixed' WWE12 models.

 

I'm pretty sure I just kept trying to save as different DXT numbers, mip maps off or on, etc. until I found a combination that made my changed file the same size as the original.

Posted

Save as dxt1 with 1 bit alpha and specify 12 mip maps for me it worked with tyson kidd

Posted

Just use a wwe14 pach file and resize the texture to wwe14 and inject

Posted

If not then add 00 00 s at the end of the file in hex editor till you have the same size as the extracted file.

 

To do this

 

Check the size of extracted file in bytes by right clicking and going to properties.

 

Then edit the file and add 00's at the end of the file in hex editor till both the sizes matches.

  

Sorry, I just checked it in Hex Editor and this is what I got:

Color -vem6x2.jpg

Normal -2dudpat.png

Anyone know how to fix it? I've already tried...

Read

Sorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is?

Convert 0C or 0B to dec on the calculator and you will get the number of minimaps

  

Save as dxt1 with 1 bit alpha and specify 12 mip maps for me it worked with tyson kidd

Thanks for all your help! I used bugsyboys method for the color but for the normal, nothing seems to work. I've tried everything suggested. I tried 12 mipmaps, and the dec calculator said 28. I tried 28 mipmaps and that didn't work. And I tried changing the size. Sorry guys, any more possible ideas?
Posted

Use my method for the normal also and save as dxt5 8bpp Generate mip map 4

Posted

Use my method for the normal also and save as dxt5 8bpp Generate mip map 4

I would but there are extra files and textures in the WWE '12 one that I would lose.
Posted

rub3945 you have to specify mip maps and not generate mip maps otherwise it will add mip maps 

Posted

rub3945 you have to specify mip maps and not generate mip maps otherwise it will add mip maps

Oh, can I do that with NVIDIA?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

Terms of Use Privacy Policy Guidelines We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.