Post by Creelien on Sept 13, 2019 8:48:44 GMT
Original post by omni
This tutorial will guide you through the process of converting and importing textures.
You will need the following tools:
-DXTBmp - Link
-Resident Evil 5 Arctool - Link
You could probably use these tools in place of the above arctool, if you wanted to:
This one by Surveyor Link
Differences between texture importing and Texmod:
-When importing a texture, it will only affect the .arc in which you've invalidated said texture. On the good side, this will allow you to change a particular texture (Say, an effect, weapon...) without affecting the rest of the game. On the bad side, it makes modding cutscenes a royal pain... but less so now =LINK= . Texmod will affect every instance of the texture.
-Texture importing is entirely bug-free. Unlike what happens with texmod, you won't suddenly get your ass kicked because of a giant white texture showing up on the screen.
-Texmod does not work in Dx10 mode, while importing does pretty much fine.
-Step 1, .tex to .dds-
Assuming you already have extracted a texture you want to edit -If not, refer to the Model Swapping Guide, add the .tex extension to it, then use the RE 5 Arctool to convert it to .dds. You'll get the converted texture and a header file.
Open the texture with DXTBmp.
-Step 2, DXTBmp-
Go to Prefs -> Select editor, and find the executable for your image editor.
You can now use Image -> Send to editor and Alpha -> Send Alpha to editor to export the one you want to change. After editing and saving, hit either Image -> Reload after edit or Alpha -> Refresh Alpha in DXTBmp to apply your changes. Save using the format DXTBmp tells you to.
-Step 3, .dds to tex-
If it isn't already so, for whatever reason, rename your .dds file to match the header, and put them in the same folder.
Use the RE5 Arctool to convert the .dds to .tex.
To use the texture ingame, either replace the usual texture with the new one when invalidating models, or invalidate the texture itself -Check the Invalidation section of the Model Swapping Guide for info on how to do this-.
Thanks to Krier for figuring out how to import textures, and to Vertigo for the Model swapping guide, which saved me at least half an hour in writing this.
This tutorial will guide you through the process of converting and importing textures.
You will need the following tools:
-DXTBmp - Link
-Resident Evil 5 Arctool - Link
You could probably use these tools in place of the above arctool, if you wanted to:
This one by Surveyor Link
Differences between texture importing and Texmod:
-When importing a texture, it will only affect the .arc in which you've invalidated said texture. On the good side, this will allow you to change a particular texture (Say, an effect, weapon...) without affecting the rest of the game. On the bad side, it makes modding cutscenes a royal pain... but less so now =LINK= . Texmod will affect every instance of the texture.
-Texture importing is entirely bug-free. Unlike what happens with texmod, you won't suddenly get your ass kicked because of a giant white texture showing up on the screen.
-Texmod does not work in Dx10 mode, while importing does pretty much fine.
-Step 1, .tex to .dds-
Assuming you already have extracted a texture you want to edit -If not, refer to the Model Swapping Guide, add the .tex extension to it, then use the RE 5 Arctool to convert it to .dds. You'll get the converted texture and a header file.
Open the texture with DXTBmp.
-Step 2, DXTBmp-
Go to Prefs -> Select editor, and find the executable for your image editor.
You can now use Image -> Send to editor and Alpha -> Send Alpha to editor to export the one you want to change. After editing and saving, hit either Image -> Reload after edit or Alpha -> Refresh Alpha in DXTBmp to apply your changes. Save using the format DXTBmp tells you to.
-Step 3, .dds to tex-
If it isn't already so, for whatever reason, rename your .dds file to match the header, and put them in the same folder.
Use the RE5 Arctool to convert the .dds to .tex.
To use the texture ingame, either replace the usual texture with the new one when invalidating models, or invalidate the texture itself -Check the Invalidation section of the Model Swapping Guide for info on how to do this-.
Thanks to Krier for figuring out how to import textures, and to Vertigo for the Model swapping guide, which saved me at least half an hour in writing this.