Matt6sic6 Posted August 19, 2016 Posted August 19, 2016 Alright so, I'm doing my own texture edits for Hawk and Animal's tights. I'm in the testing phase and have successfully extracted the textures and have edited them the way I want in Photoshop, however I'm running into a problem when saving the .dds file and injecting it back into the texture archive. The Retexturing tutorial I looked at on http://sf4mods.blogspot.com/ told me to save the file as a .dds using DXT5 ARGB 8bpp | interpolated alpha, and to generate 4 MIP maps. I did this (at least I think I did) and when the file saves the file size increases to 1.33 mb, and when I try to inject X-Packer tells me the texture has to be the same file size as the original which was 684 KB. I'm not sure what I'm doing wrong. Quote
amMatt Posted August 19, 2016 Posted August 19, 2016 (edited) Save it as DXT1 no alpha (Unless you're saving a normal map, then you should use the interpolated alpha)Also, you could just create a new texture archive with your textures (and the other textures from the original archive obviously) and then inject it into the PACH file, to avoid the "texture has to be the same file size as the original"Cheers Edited August 19, 2016 by amMatt Quote
4 Life Posted August 19, 2016 Posted August 19, 2016 (edited) Best way to avoid any of these types of errors is to create a new texture archive. Extract the entire 000A file so you have all your textures in one folder. Edit your textures as needed. Click Ctrl+N in X-Packer, click Select textures, browse to your folder, highlight all of them and press OK. Then save the texture archive as 000A.pac and then reinject that into your PACH As for saving, using the above method Mip Maps are irrelevant - in fact, if you save it as having no Mip Maps then logos and stuff will be better quality. Also:Basic textures and ao files (tights_ao.dds for example, probably won't need to edit those unless needing a metallic look): Save as DXT1 no alpha.Normal files (your 3D layer, so tights_n.dds for example): Save as DXT5 interpolated alpha.EDIT: Didn't mean to just parrot @amMatt, he posted as I was posting so I didn't see it Edited August 19, 2016 by 4 Life 1 Quote
amMatt Posted August 19, 2016 Posted August 19, 2016 Best way to avoid any of these types of errors is to create a new texture archive. Extract the entire 000A file so you have all your textures in one folder. Edit your textures as needed. Click Ctrl+N in X-Packer, click Select textures, browse to your folder, highlight all of them and press OK. Then save the texture archive as 000A.pac and then reinject that into your PACH As for saving, using the above method Mip Maps are irrelevant - in fact, if you save it as having no Mip Maps then logos and stuff will be better quality. Also:Basic textures and ao files (tights_ao.dds for example, probably won't need to edit those unless needing a metallic look): Save as DXT1 no alpha.Normal files (your 3D layer, so tights_n.dds for example): Save as DXT5 interpolated alpha.EDIT: Didn't mean to just parrot @amMatt, he posted as I was posting so I didn't see it All good lol, your explanation is more in-depth anyway 1 Quote
Matt6sic6 Posted August 19, 2016 Author Posted August 19, 2016 Thanks again guys, you're always so helpful. Quote
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