Jump to content

EvilMV

Members
  • Posts

    1
  • Joined

  • Last visited

Nexus Mods Profile

About EvilMV

EvilMV's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hi, All! I used wghost81 tools to try modding XCom:EW. I made the first attempt to convert well-known Camo mod to not use TexMod. Unfortunately attempt isn't fully successful. I'll share my experience here: maybe some advice will appear or my work will inspire someone to help/continue. What I did. 1. Unpacked TPF files of the Camo mod. 2. Renamed *.dds files to game names. For that I had to extract game textures and search source textures in extracted files for some days. * There was one inconvenience here. Helmet modifications from the Camo mod have separate textures with lower resolutions (author hooked mip-map calls separately?). So unmatching textures I had to discard leaving highest res texture. 3. Imported textures to game using inventory.csv generated on extraction stage. Results: - generally there were no errors on import and tool generated in output folder Texture2D.tfc of size ~190M and 194 UPK files referencing changed resources - game starts without errors after overwriting original UPK files with those ones - I have camo textures on armor and helmets visible However there are issues and funny behavior: - when giving armor or weapon to the soldier there is visible trnsition until camo variant is rendered: basic->rainbow->camo - actually all textures are looking like correct from the first sight: tey are camo textures. But they are very shiny on edges - significant bloom effect and white light near edges - there is some pixelated noise on textures that reveals most significantly on weapon textures under certain angles - some helmets have rainbow parts - grapple hook on Kestrel armor is rainbow (I think it is grapple - on the left forearm, right?) So, if someone have ideas where to go further from this point, it would be very good. UPD: I think I've found the reason of a problem, at least for a hook. Need to review import logs more carefully. Texture2D object found: WP_GrappleHook.Textures.GrappleHook_SPC PixelFormat mismatch! Old PixelFormat = PF_DXT1 UPD2: Fixed pixel format for grapple hook. No rainbow texture but black. Tried to do following on clean game: - exported textures - imported just Grapple Hook original, untouched textures (DIF, SPC ,NRM) In game grapple hook on left forearm is black. Armors are camo but all sparking bright and pixelaed on the edges... So it looks like something is wrong, On some replacement I see no issues. For example, no problems with Alloy Cannon. UPD3: if do export/import/export for some texture, last exported differs from source by one byte on offset 0x00018. In source texture we have 00 here, but after import followed by export we have 01 in this byte. I believe this is volume texture depth, right? But I can't say anything about issues possibility if this depth is wrongly set to 1 (equivalent to setting DDS_HEADER_FLAGS_VOLUME?) instead of 0. Dunno what to do next. Any advice where to look?
×
×
  • Create New...