LordJustice17 Posted September 1, 2015 Posted September 1, 2015 EDIT: changed all mipmaps manually [so the file size stays the same] and the new texture is finally there!!!!! thanks x1000000000000000 man Glad it worked. 1 Quote
Cave Waverider Posted September 1, 2015 Posted September 1, 2015 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]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]Thank you, the problem was that I the auto-generated mipmap number was 7. I set it to 4 and it's working nicely!Is there a list for which formats are used for other parts, too?Right now I'm trying to edit and save the normal map to go along with the texture I edited, but I think I'm saving it wrong, too, since all it seems to do is to remove the detail and make the shirt glossy. Saving it as 3dc normal map generates a too small file size and while saving it as DXT5_NM creates a file of the proper size and it looks right in photoshop, but doesn't seem to work right in the game. Do I need to save it as cube map instead of 2D Texture or perhaps adjust some of the settings revealed by the "Normal Map Settings..." button? Quote
malan1998 Posted September 1, 2015 Posted September 1, 2015 (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? 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] 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]Thank you, the problem was that I the auto-generated mipmap number was 7. I set it to 4 and it's working nicely!Is there a list for which formats are used for other parts, too?Right now I'm trying to edit and save the normal map to go along with the texture I edited, but I think I'm saving it wrong, too, since all it seems to do is to remove the detail and make the shirt glossy. Saving it as 3dc normal map generates a too small file size and while saving it as DXT5_NM creates a file of the proper size and it looks right in photoshop, but doesn't seem to work right in the game. Do I need to save it as cube map instead of 2D Texture or perhaps adjust some of the settings revealed by the "Normal Map Settings..." button?Glad it Worked! For normal maps, use DXT5 ARGB 8 bpp | interpolated alpha, Generate Mipmaps (4) Edited September 1, 2015 by malan1998 Quote
Cave Waverider Posted September 2, 2015 Posted September 2, 2015 Thanks, that worked.Does anybody know which files control the specular maps ("shiny parts"), especially for the shirt? Quote
Cave Waverider Posted September 4, 2015 Posted September 4, 2015 (edited) Thanks, that worked.Does anybody know which files control the specular maps ("shiny parts"), especially for the shirt?Here is a screenshot of something I tried with PH_Guy's Ambrose (don't worry, I'm not planning to release it especially without the original creator's permission, just using it as template to learn and practice some modding):http://s30.postimg.org/dfow11gy8/Ambrose_Specular_Map_Problem.jpgAs you can see the green arrows point at the reflection/"shine" from the old "DA Anarchy" Logo that was originally on the shirt is still visible under certain lighting conditions. It's more visible on the smaller shot of the in-ring action where the ring lights shine on the shirt directly.Now this doesn't seem to be part of the texture (shirt.dds), nor the normal map (shirt_n.dds), for I've changed those. I assume there must be a separate specular map or something similar somewhere, but I can't find it. Does anybody know what the files that are responsible for that shiny/reflective part are called and which archives they are located in? I can't find anything on those in the tutorial. Edited September 4, 2015 by Cave Waverider Quote
deadjulian Posted September 4, 2015 Posted September 4, 2015 (edited) Thanks, that worked.Does anybody know which files control the specular maps ("shiny parts"), especially for the shirt?Here is a screenshot of something I tried with PH_Guy's Ambrose (don't worry, I'm not planning to release it especially without the original creator's permission, just using it as template to learn and practice some modding):[img=http://s30.postimg.org/dfow11gy8/Ambrose_Specular_Map_Problem.jpg]As you can see the green arrows point at the reflection/"shine" from the old "DA Anarchy" Logo that was originally on the shirt is still visible under certain lighting conditions. It's more visible on the smaller shot of the in-ring action where the ring lights shine on the shirt directly.Now this doesn't seem to be part of the texture (shirt.dds), nor the normal map (shirt_n.dds), for I've changed those. I assume there must be a separate specular map or something similar somewhere, but I can't find it. Does anybody know what the files that are responsible for that shiny/reflective part are called and which archives they are located in? I can't find anything on those in the tutorial.Are you using Photoshop? If so i could tell you how. Edited September 4, 2015 by JulianBITW Quote
Cave Waverider Posted September 4, 2015 Posted September 4, 2015 (edited) Thanks, that worked.Does anybody know which files control the specular maps ("shiny parts"), especially for the shirt?Here is a screenshot of something I tried with PH_Guy's Ambrose (don't worry, I'm not planning to release it especially without the original creator's permission, just using it as template to learn and practice some modding):[img=http://s30.postimg.org/dfow11gy8/Ambrose_Specular_Map_Problem.jpg]As you can see the green arrows point at the reflection/"shine" from the old "DA Anarchy" Logo that was originally on the shirt is still visible under certain lighting conditions. It's more visible on the smaller shot of the in-ring action where the ring lights shine on the shirt directly.Now this doesn't seem to be part of the texture (shirt.dds), nor the normal map (shirt_n.dds), for I've changed those. I assume there must be a separate specular map or something similar somewhere, but I can't find it. Does anybody know what the files that are responsible for that shiny/reflective part are called and which archives they are located in? I can't find anything on those in the tutorial.Are you using Photoshop? If so i could tell you how.Yes, I do, and that'd be most kind.What I'd like to do is to remove that shiny "DA Anarchy logo" remains. And perhaps also how to make the "Ambrose Asylum..." lettering more shiny in it's stead. Edited September 4, 2015 by Cave Waverider Quote
deadjulian Posted September 4, 2015 Posted September 4, 2015 Thanks, that worked.Does anybody know which files control the specular maps ("shiny parts"), especially for the shirt?Here is a screenshot of something I tried with PH_Guy's Ambrose (don't worry, I'm not planning to release it especially without the original creator's permission, just using it as template to learn and practice some modding):[img=http://s30.postimg.org/dfow11gy8/Ambrose_Specular_Map_Problem.jpg]As you can see the green arrows point at the reflection/"shine" from the old "DA Anarchy" Logo that was originally on the shirt is still visible under certain lighting conditions. It's more visible on the smaller shot of the in-ring action where the ring lights shine on the shirt directly.Now this doesn't seem to be part of the texture (shirt.dds), nor the normal map (shirt_n.dds), for I've changed those. I assume there must be a separate specular map or something similar somewhere, but I can't find it. Does anybody know what the files that are responsible for that shiny/reflective part are called and which archives they are located in? I can't find anything on those in the tutorial.Are you using Photoshop? If so i could tell you how.Yes, I do.Open the xxx_n Texture an go into the Channels tab. Now you have to edit theAlpha Texture.Done! 1 Quote
Cave Waverider Posted September 4, 2015 Posted September 4, 2015 (edited) Thank you very much JulianBITW! I slapped myself on the forehead after I read your explanation, for I've been doing it years ago when I was doing lots of texture modding on other games. I can't believe I've forgotten so much. Edited September 4, 2015 by Cave Waverider Quote
Cave Waverider Posted September 6, 2015 Posted September 6, 2015 (edited) So I've uncompressed 000A.zlib, 000C.zlib and 0000.zlib. However, when I try to open 0000.zlib.uncompressed, 000A.zlib.uncompressed or 000C.zlib.uncompressed via File->Open->PC Pac File->Texture Archive from Dean Ambrose's origial game file (ch367.pac) as detailed in the tutorial, I'm getting an exception and Xpacker 10.4.0.0 crashes with an "Index was out of bounds of the array" exception:See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.IndexOutOfRangeException: Index was outside the bounds of the array. at WindowsFormsApplication1.Form1.ReadTextureArchivePC(String FilePath) at WindowsFormsApplication1.Form1.n(Object A_0, EventArgs A_1) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll----------------------------------------X-PacKer Assembly Version: 10.4.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///Y:/Programme/X-Packer/x64/X-PacKer.exe----------------------------------------System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll----------------------------------------System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll----------------------------------------System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------System.Management Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll----------------------------------------System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll----------------------------------------System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.6.79.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration> <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box. Any idea why that's happening?I'm also getting some exceptions thrown when clicking on various things in Xpacker, like clicking on the title of the tables to sort items. I'm using Windows 10 64 bit, latest release built (10240). Edited September 6, 2015 by Cave Waverider Quote
xWeasel Posted September 6, 2015 Posted September 6, 2015 So I've uncompressed 000A.zlib, 000C.zlib and 0000.zlib. However, when I try to open 0000.zlib.uncompressed, 000A.zlib.uncompressed or 000C.zlib.uncompressed via File->Open->PC Pac File->Texture Archive from Dean Ambrose's origial game file (ch367.pac) as detailed in the tutorial, I'm getting an exception and Xpacker 10.4.0.0 crashes with an "Index was out of bounds of the array" exception:Hidden Content Any idea why that's happening?I'm also getting some exceptions thrown when clicking on various things in Xpacker, like clicking on the title of the tables to sort items. I'm using Windows 10 64 bit, latest release built (10240).you have to rename the .zlib.uncompressed files to .yobj Quote
Cave Waverider Posted September 6, 2015 Posted September 6, 2015 (edited) So I've uncompressed 000A.zlib, 000C.zlib and 0000.zlib. However, when I try to open 0000.zlib.uncompressed, 000A.zlib.uncompressed or 000C.zlib.uncompressed via File->Open->PC Pac File->Texture Archive from Dean Ambrose's origial game file (ch367.pac) as detailed in the tutorial, I'm getting an exception and Xpacker 10.4.0.0 crashes with an "Index was out of bounds of the array" exception:Hidden Content Any idea why that's happening?I'm also getting some exceptions thrown when clicking on various things in Xpacker, like clicking on the title of the tables to sort items. I'm using Windows 10 64 bit, latest release built (10240).you have to rename the .zlib.uncompressed files to .yobjThanks. That worked only for 000C, though, not for 000A or 0000 for some reason. What would I have to rename 000A.zlib.uncompressed to to get it to work? Edited September 6, 2015 by Cave Waverider Quote
GameElite™ Posted September 6, 2015 Posted September 6, 2015 Your problem with the 000A is this. You need to extract the 000A from the file and then after go to utilities>decompress file with header using zlib and then it should work. Quote
xWeasel Posted September 6, 2015 Posted September 6, 2015 Your problem with the 000A is this. You need to extract the 000A from the file and then after go to utilities>decompress file with header using zlib and then it should work.i never had to do that i just simply renamed it and it worked Quote
Cave Waverider Posted September 6, 2015 Posted September 6, 2015 Your problem with the 000A is this. You need to extract the 000A from the file and then after go to utilities>decompress file with header using zlib and then it should work.Hm, okay, doing that and renaming the file to .pac worked for 000A. But 0000 still doesn't work. Really odd. Quote
GameElite™ Posted September 6, 2015 Posted September 6, 2015 0000 is the model file, it is a yobj format which can be opened in xrey or 3ds max with the correct plugin. Quote
Cave Waverider Posted September 6, 2015 Posted September 6, 2015 (edited) 0000 is the model file, it is a yobj format which can be opened in xrey or 3ds max with the correct plugin.Ah, gotcha. I thought it was for the body texture. Thanks again! Edited September 6, 2015 by Cave Waverider Quote
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