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Posted

So when editing textures, to inject them back in to the Pac file they need to be same file size, I get that.

But how do you keep the file sizes the exact same? Because i'm having an issue lately where when saving the new .DDS file, it's adding 2kb on each time. I tested just opening up one file and resaving it, and it's still adding it on now. This hasn't always happened though, am I missing something here?

Thanks

Posted

So when editing textures, to inject them back in to the Pac file they need to be same file size, I get that.

But how do you keep the file sizes the exact same? Because i'm having an issue lately where when saving the new .DDS file, it's adding 2kb on each time. I tested just opening up one file and resaving it, and it's still adding it on now. This hasn't always happened though, am I missing something here?

Thanks

You have to make sure that you are saving it with the same compression type (DXT1, DXT5, or DXT10) and with the same amount of mipmaps. Certain objects also have specific alpha settings.

If you open a DDS file in HXD it will show you in the header what type of compression it was using.

  • Like 1
Posted

Or you just Create your own Texture and create a new File Archive and inject the original Textures + the new one ;).

  • Like 2
Posted

Or you just Create your own Texture and create a new File Archive and inject the original Textures + the new one ;).

Yes, this would also work for most textures. Still needs certain settings to work properly in game, but the range of possibilities is wider.

  • Like 2
Posted

 

So when editing textures, to inject them back in to the Pac file they need to be same file size, I get that.

But how do you keep the file sizes the exact same? Because i'm having an issue lately where when saving the new .DDS file, it's adding 2kb on each time. I tested just opening up one file and resaving it, and it's still adding it on now. This hasn't always happened though, am I missing something here?

Thanks

You have to make sure that you are saving it with the same compression type (DXT1, DXT5, or DXT10) and with the same amount of mipmaps. Certain objects also have specific alpha settings.

If you open a DDS file in HXD it will show you in the header what type of compression it was using.

I double checked I was using the right compression, and I was, just having a few issues. I have it working now though, I don't know what changed though. Thanks for helping anyway!

Or you just Create your own Texture and create a new File Archive and inject the original Textures + the new one ;).

Didn't think to do that! In future that will make it so much easier, thank you :)

  • Like 1
Posted

You´re welcome :) its way easier than editing the files ;)

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