wjs3513 Posted January 2, 2021 Share Posted January 2, 2021 I succeeded in extracting the texture file using black smith. However, attempting to use this texture file to apply it to the game through resorep failed. I don't understand why the texture map file is not applied. Can someone tell me about making texture mode? Link to comment Share on other sites More sharing options...
nfcintra Posted January 2, 2021 Share Posted January 2, 2021 i never did mods for forger, but i think its now beein made with forge not with resorep anymore Link to comment Share on other sites More sharing options...
tholwin Posted January 3, 2021 Share Posted January 3, 2021 (edited) Hello, I have never used resorep. But I managed to make simple recolor mods with Blacksmith and Forger. Here is the documentation I used to get started (It's was written for Odyssey, but most is still valid for Valhalla) :https://www.nexusmods.com/assassinscreedodyssey/articles/7https://www.nexusmods.com/assassinscreedodyssey/articles/10 You can also check existing mods replacing textures. So far, I only worked with diffuse textures, and they where all DDS using BC1(DXT1) compression. Each time you have 3 files to edit :1) DiffuseMap_TopMip_02) DiffuseMap_TopMip_13) DiffuseMap (1) Is the highest definition(2) is 50% smaller than (1)(3) is 50% smaller than (2) AND it also contains all the smaller mipmaps The DDS files should be almost the same size as there ACV equivalent. (Only a few bytes of difference.)I usually export DiffuseMap_TopMip_0.DDS, import it with Gimp, edit, then use it to create the 3 DDS files. And here comes the tricky part. We have to tell Forger to copy each DDS file inside the corresponding ACV (inside the file .forge).But not the whole file, it is required to ignore the first bytes of the DDS file. And in the ACV, it is required to keep the first bytes, and also some bytes at the end.So in the Forger2 file, we tell at which byte address to start the copy from the DDS file with "DataFileOffsetHex",and at which byte address to start replacing data in the ACV file with "OffsetHex". To determine these offsets, we have to open the files with an hexadecimal editor. I don't know how to explain though. Most of the time I have to guess.So far, for my DDS files it was always "0x80" (which means 80 in hexadecimal, or 128 in decimal), but something changing for the ACV files. I hope this wasn't too confusing. Edited January 3, 2021 by tholwin Link to comment Share on other sites More sharing options...
nfcintra Posted January 12, 2021 Share Posted January 12, 2021 yes. Hello, I have never used resorep. But I managed to make simple recolor mods with Blacksmith and Forger. Here is the documentation I used to get started (It's was written for Odyssey, but most is still valid for Valhalla) :https://www.nexusmods.com/assassinscreedodyssey/articles/7https://www.nexusmods.com/assassinscreedodyssey/articles/10 You can also check existing mods replacing textures. So far, I only worked with diffuse textures, and they where all DDS using BC1(DXT1) compression. Each time you have 3 files to edit :1) DiffuseMap_TopMip_02) DiffuseMap_TopMip_13) DiffuseMap (1) Is the highest definition(2) is 50% smaller than (1)(3) is 50% smaller than (2) AND it also contains all the smaller mipmaps The DDS files should be almost the same size as there ACV equivalent. (Only a few bytes of difference.)I usually export DiffuseMap_TopMip_0.DDS, import it with Gimp, edit, then use it to create the 3 DDS files. And here comes the tricky part. We have to tell Forger to copy each DDS file inside the corresponding ACV (inside the file .forge).But not the whole file, it is required to ignore the first bytes of the DDS file. And in the ACV, it is required to keep the first bytes, and also some bytes at the end.So in the Forger2 file, we tell at which byte address to start the copy from the DDS file with "DataFileOffsetHex",and at which byte address to start replacing data in the ACV file with "OffsetHex". To determine these offsets, we have to open the files with an hexadecimal editor. I don't know how to explain though. Most of the time I have to guess.So far, for my DDS files it was always "0x80" (which means 80 in hexadecimal, or 128 in decimal), but something changing for the ACV files. I hope this wasn't too confusing... those 3 little guys its a bit confusing for me, but i'm studing how... "FileID" / "OffsetHex" / and the "DataFileOffsetHex" Link to comment Share on other sites More sharing options...
wjs3513 Posted January 16, 2021 Author Share Posted January 16, 2021 oh.... i can't understand even now... i can't modding gears texture file Link to comment Share on other sites More sharing options...
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