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Basic Texture Modding Tutorial for PC version


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Posted

ok  so I have just got xpacker and I cant seem to find the wrestling attires? tried the 000A and 000C but nothing?

Posted

It's 000A, almost near the bottom it "outfit". There's an outfit_ao as well.

Posted

 

Are Caws also stored in any kind of .pac files after created that they may then can be edited in that way as well?

It is pretty annoying when creating caws as the textures are fading when increasing size (e.g. Jeff Hardy wristbands..)

 

I've been trying to figure out how it's done, there seems to be an MD5 in your cache (AppData) , but what is worrying - when you download a CAW from the CC, their textures are in your cache file, so you can openly see peoples work, pretty bizzare system if you ask me. I'm in hope of a break-through with the caw'ing system soon.

 

I don't think being able to see people's work is a bad thing. There will always be troublemakers but for someone like me, I know I learned everything I know about HTML and CSS because I was allowed to look at the source of every website page. Some people will use this info for good and it can help us a lot to have newcomers able to pick it up quickly and contribute. Thanks for looking into it, I'm really looking to make myself as a CAW with my own face.

Posted (edited)

I was wondering if someone who know`s how to do the attire editing in photoshop could make a quick video/tutorial showing how it`s done (cause it`s the only bit i don`t know how to do). I could Practice when  i`m in hospital for the week which is in a couple of weeks. But if noone wants to that`s fine with me. =) oh and if anyone needs any trons and themes with arena effects i got a bunch already done from promotions like wcw/wwf/wwe etc xD

Edited by The Nation
Posted

Im having trouble opening the DDS files in Photoshop.

 

Example, I extracted some belt files and 2/4 can open but the other 2 wont open (or show a preview of the image, its just the PS logo). I cant remember off the top of my head what the error said (not at home atm) but it was along the lines of texture cannot be opened. 

 

DDS plugins have been installed. 

 

This happen to anyone else? Help would be greatly appreciated. :)

Posted

There is an alt attire tut already, the process is pretty much the same.

 

A couple of users has contacted me with some errors encountered with some of the pac files. There are two issues thus far and I am looking into the cause of the problem, coding support for these files as we speak. An update should be released early next week. The issues are:

 

1. Some of the 000A files are not uncompressing correctly. e.g. Dean Ambrose. I took a look and the issue is with the way the files are compressed. They are compressed in chunks which require the file to be decompressed individually. I'm coding a function which will do this. For now if you need to work with these archives do the following:

 

Click the extract button for the affected file in X-Packer e.g. 000A.

You will have a zlib file.

Open the zlib file in a hex editor and delete the first 16 bytes.

Then under the utilities click the decompress button.

 

2. Some of the pac files are not reading under any of the options e.g. Arena and belts files. I've taken a look at these and these are pac files containing directories. The format is different, so I need to code a function for this.

trying to uncompress the 000A file of Dean Ambrose keep getting unhandled exception

both ways?

could you send me a original uncompressed 000A

Posted

HELP!!!!!!!

I followed the steps in the tutorial and imported the texture in my game but when i load up the game the texture is default.
Can somebody help?
Thanks.

Posted

so I changed Sasha Banks brassiere.pac to a different color and it injected successfully, however it doesn't show up on the game. I deleted all my .pac,.pach and texture files to extract from the in game files and the brassiere.pac file IS the pdated texture, but it is still default black in the game. I have tried both and now it won't let me export 000A.pac with an uncompressed version, just the main 000A.pac. What is the render format of attire textures and what did I do wrong? I tried DXT1 4 ALPHA and DXT1 4 NON ALPHA

Posted

Anyone know if the dummy pac works for alt attires ? Thinking of doing some :)

Posted

Anyone know if the dummy pac works for alt attires ? Thinking of doing some :)

yep, but after you inject the PACHs in xpacker you have to rename them in hex.

Posted

I've followed the tutorial, but Booker's face texture isnt showing up as i've edited in game. Any idea as to why? 

Posted (edited)

I just realized after looking at Booker's Entrance, that the edit did work, but partially, the Texture i edited must have been the wrong one, as his nose and "shadowy" parts of his face were glowing in the blue I edited it to.


Actually, apparently thats not the problem either, wtf?

Edited by AlcLegacy
Posted

With the universal save released is it easy to build alternitube attires ?

Posted
How can I change the subtitles in the game? I am Polish and I want to make a version for that country.
  • 2 weeks later...
Posted

So tried after receiving xpacker first texture swaps on 2k15 models and it works fine. Any advice how to inject textures from older games onto the models? E.g. I plan once getting more experience with blender to create Big Daddy V out of Mark Henry model but the Big Daddy V so called all_color.dds looks different from Henry's (head is included on older game versions). Do you need to replace on the overall picture every single part? (e.g swap Henry's arm texture with the one from Viscera? Or do we do this via blender/3dsmax?

 

Pretty new to modding...sorry

  • 2 months later...
Posted (edited)

When I try to change a shirt texture with Photoshop following the tutprial, the .dds texture always gets too big for Xpacker to reimport it. Which settings do I have to use? "DXT1 RGB 4bpp | No alpha"? Something else? Do I generate Mipmaps, use existing or do without mipmaps? Any other settings I have to set? I'm using Nvidia's Photoshop DDS Plugins x64 8.55.0109.1800. It outputs a 1024x1024 texture, but it's 682KB instead of the 680KB size of the original I'm trying to replace.

Edited by Cave Waverider
Posted

When I try to change a shirt texture with Photoshop following the tutprial, the .dds texture always gets too big for Xpacker to reimport it. Which settings do I have to use? DXT1 RGB 4bpp | No alpha? Do I generate Mipmaps, use existing or do without mipmaps? Any other settings I have to set? I'm using Nvidia's Photoshop DDS Plugins x64 8.55.0109.1800.

For Shirt Textures, Use DXT1 ARGB   4 bpp | 1 bit alpha, Generate Mipmaps [4]

Posted (edited)

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Edited by xWeasel
Posted

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

  • Like 1
Posted (edited)

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i do a completely different way

edit the texture in photoshop as a jpeg and import it into a person's all_color.dds [using visual studio, i just delete the old texture image and replace it with a new one]

i believe that may be fine :3

also, as i said, it's weird as it appears perfectly fine in superstar studio, but the normal texture is still on the updated person

could the attire unlocker be the issue here? i hope not

 

thanks for helping :D

Edited by xWeasel
Posted (edited)

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i do a completely different way

edit the texture in photoshop as a jpeg and import it into a person's all_color.dds

i believe that may be fine :3

also, as i said, it's weird as it appears perfectly fine in superstar studio, but the normal texture is still on the updated person

could the attire unlocker be the issue here? i hope not

 

thanks for helping :D

No sure. I'm not well versed with PS, but the way you describe it does sound like it is a mipmap problem. I've had a few other people message me with similar problems and it always turned out to be mipmaps, and I'm pretty sure at least one of them used PS.

I had tons of those exact same problems before I figured out the mipmap thing. Essentially the mipmaps are smaller versions of the texture image. Depending on the perspective and how near/far the object is a different mipmap will show up.

Maybe try not importing. If you import then you run the chance of the mipmaps not being overwritten. Try just directly exporting your jpeg as a DDS with the proper settings. Then it has no choice but to generate the mipmaps.

EDIT: You can also try downloading GIMP (it's free). It shows are the mipmaps as hidden layers. Simply hide your main layer and then unhide your mipmap layer and you'll be able to see quite quickly whether they changed or not.

Edited by LordJustice17
  • Like 1
Posted

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i do a completely different way

edit the texture in photoshop as a jpeg and import it into a person's all_color.dds

i believe that may be fine :3

also, as i said, it's weird as it appears perfectly fine in superstar studio, but the normal texture is still on the updated person

could the attire unlocker be the issue here? i hope not

 

thanks for helping :D

No sure. I'm not well versed with PS, but the way you describe it does sound like it is a mipmap problem. I've had a few other people message me with similar problems and it always turned out to be mipmaps, and I'm pretty sure at least one of them used PS.

I had tons of those exact same problems before I figured out the mipmap thing. Essentially the mipmaps are smaller versions of the texture image. Depending on the perspective and how near/far the object is a different mipmap will show up.

Maybe try not importing. If you import then you run the chance of the mipmaps not being overwritten. Try just directly exporting your jpeg as a DDS with the proper settings. Then it has no choice but to generate the mipmaps.

EDIT: You can also try downloading GIMP (it's free). It shows are the mipmaps as hidden layers. Simply hide your main layer and then unhide your mipmap layer and you'll be able to see quite quickly whether they changed or not.

ahh i see, thanks for the 5 star explanation :D

Posted

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i did that, but the file size is too big to import to xpacker, so what should i do? :S

Posted

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i did that, but the file size is too big to import to xpacker, so what should i do? :S

You used the right settings and deleted any excess mipmaps?

  • Like 1
Posted

hey tekken

great tutorial, but i tried to update the all_colors.dds [which showed up fine in superstar studio], but it didn't show up in-game

i have deleted all temp files, and even tried to place the whole person into an empty pac slot, but still no luck

mind helping me out? thanks a lot :D

Not sure what editor you use, but I know in GIMP certain textures don't generate mipmaps properly so even though the main texture changes the mipmaps stay the same and it appears like there are no changes in game. Not sure if there are similar problems with PS.

GIMP shows the mipmaps as separate layers, and it also generates mipmaps based on the canvas size meaning that for large images sometimes too many mipmaps are generated.

What I do:

1) Open my texture and note how many mipmaps there are.

2) Create a new image with the same dimensions.

3) Copy/paste the main layer (NOT the mipmaps) of the original into the new image (this ensures that the old mipmaps aren't used).

4) Make whatever changes you want to the new image.

5) Export the new image as DDS with "generate mipmaps" on.

6) Open up the new DDS file.

7) If there are too many mipmap layers I delete the extras (start with the last one and work backwards only leaving the same amount as the original).

8) Export as DDS again, but with "use existing mipmaps" on.

i did that, but the file size is too big to import to xpacker, so what should i do? :S

You used the right settings and deleted any excess mipmaps?

not sure about what the correct settings are :l

EDIT:  changed all mipmaps manually [so the file size stays the same] and the new texture is finally there!!!!! thanks x1000000000000000 man :D

  • Like 1

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