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How do you create texture mods?


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  • 2 weeks later

Here is a document on how to modify textures in CoH.

 

https://corps.ouro-comdev.com/index.php?title=Texture_modding

 

Enjoy!

 

Edit: There are links to tools on the page. Here is a little recap of what is possible and what isn't:

 

Detailed Guide by Flashtoo

What you can do:

  • Change some aspects of existing graphics that you find undesirable (e.g. if you don't like the built-in lipstick on the female Steampunk and Sci-Fi faces you can remove it).
  • Remove effects that you dislike from the game by replacing them with "blank" images.
  • Replace a graphic with a completely different one, if you don't mind it being replaced across the board - I remember that back on Live there were some people who replaced the female "Leather" top-with-skin with the Carnie corset this way, before players were given access to it as its own costume piece.

What you cannot do:

  • Increase texture resolution. Altered textures will not render unless they have the same pixel dimensions as the original.
  • Add new effects, such as glowing or mirror-shine, to items that did not have them before.
  • Add new costume parts or base items. Without access to the game's code, we can only overwrite what is already there.
Edited by drdread
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7 hours ago, drdread said:

Detailed Guide by Flashtoo...

I like that you (?) covered the last bit. While I Do understand the Why about the resolution increase, it really does put a damper on the quality.

Edited by WanderingAries

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6 hours ago, WanderingAries said:

I like that you (?) covered the last bit. While I Do understand the Why about the resolution increase, it really does put a damper on the quality.

The resolution limit is due to the age if the game. However, now that the game client was updated to 64bit, new textures have the potential of having higher resolution. The old textures are pretty much hard set tho'.

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Very cool that this exists! Thank you for sharing this DrDread. I have been searching for this exact thing for some time now. I was planning on modifying some of the textures of items in my SG base. In particular, the SG banners or signs.

 

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i love this idea, i was wondering, can we, for instance, change a costume to say something like Hawkeyes costume? like the costumes you unlock in halloween events, can we overwrite one of them and replace it with anything else? thanks.

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2 hours ago, Sylar said:

i was wondering, can we, for instance, change a costume to say something like Hawkeyes costume? 

You could by replacing a current texture of a costume. However, keep in mind the following:

  1.  The replacement texture needs to be the same resolution as the texture it replaces. This might be tricky if you have a lot of small details to show in the new costume.
  2.  Only you will see the changed costume, unless you share your modified PIGG file(s) with other people.
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9 hours ago, drdread said:

You could by replacing a current texture of a costume. However, keep in mind the following:

  1.  The replacement texture needs to be the same resolution as the texture it replaces. This might be tricky if you have a lot of small details to show in the new costume.
  2.  Only you will see the changed costume, unless you share your modified PIGG file(s) with other people.

ahh i see, is the process easy to replace the costume? and if i already have a costume in mind is it possible to lower the resolution of it to fit into the game? thanks.

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There are tools in the link above which makes it as easy as replacing a file on your computer. So long as you know which texture you are replacing, it isn't hard.

 

The harder thing is actually making the costume texture. If you haven't made texture maps for 3d models, it can be confusing. There are some tutorial videos on Youtube that explains how texture mapping works, and it'll give you an insight on how to accomplish this.

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  • 2 weeks later

Anyone else having issues with Pigg Viewer 1.61? For me Pigg Viewer 1.61 hangs when I try to select the the individual file I want to replace, the program hangs when I try to right click any .texture file

I've been able to extract .textures and .dds by right clicking the folder of the file location and extracting all textures from the folder.

 

Quote

 

5. Putting Your Changes Into Action

Back to Pigg Viewer 1.61.

The process here is similar to how you extracted the original textures: Open the .pigg that contains the textures and navigate to them and right-click your first texture. Begin with the diffuse texture (Cape_Valkyrie_01; the diffuse texture and grayscale map). This time, after clearing the error message, choose "Create texture from .dds." You will receive a window similar to an Open dialogue - choose your altered version of Cape_Valkyrie_01 and click Open.

You should now see a window titled "Browse For Folder" containing a file tree, to choose a location to save the converted textures. It is always safest to make a new folder to save your modded textures into at first; this makes sharing easier as well. Repeat this for each of your modded textures (you can put them all in the same folder). Pigg Viewer will save the texture into that folder and will generate the entire path for you, beginning with texture_library - copy this texture_library into your CoH install's Data folder to put your new textures into the game.

 

 

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  • 2 weeks later
On 11/4/2019 at 7:04 PM, Mina Valerious said:

Anyone else having issues with Pigg Viewer 1.61? For me Pigg Viewer 1.61 hangs when I try to select the the individual file I want to replace, the program hangs when I try to right click any .texture file

I've been able to extract .textures and .dds by right clicking the folder of the file location and extracting all textures from the folder.

 

 

I've used Piglet to extract, but I don't see the point of baking the replacements in, if the game updates the pigg you'd need to do it again and the override system seems to work.

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  • 11 months later
On 10/18/2019 at 9:54 AM, drdread said:

Here is a document on how to modify textures in CoH.

 

https://corps.ouro-comdev.com/index.php?title=Texture_modding

 

 

Doctor Dread,

 

I was looking forward to seeing how to change one texture to another, but the link doesn't seem to be working. Do you know if there's another link that I can check out, for City of Heroes Texture Modding?

 

Best regards

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3 minutes ago, sponazgul said:

Doctor Dread,

 

I was looking forward to seeing how to change one texture to another, but the link doesn't seem to be working. Do you know if there's another link that I can check out, for City of Heroes Texture Modding?

 

Best regards

(It's possible I couldn't get to the site because of my anti-virus software.)

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  • 2 weeks later
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  • 3 weeks later

 

On 4/24/2021 at 9:28 PM, Herotu said:

Ugh, why did it have to be DDS format?! Yuck! 😞

LOL I know!

 

If you are using photoshop, the nVidia website has a good free plugin for editing (importing and exporting) .dds files. There is version of the plugin for photoshop cc and newer (which requires you to sign up as a developer to download it) link: https://developer.nvidia.com/nvidia-texture-tools-exporter  and there is a "legacy" plugin (if you scroll down and find the link for legacy files) for photoshop 5 through cs6 ( I am using cs4- so I use this plugin) that just requires a basic login account on the nVidia site to download it for free.

 

Like Mina said above, the pigg viewer 1.61, or whatever version it is, crashed/did not work for me.

My process has been to use pigg viewer PRO to export a file as a .texture file, use  DeTexturizer (from this page: http://www.cityofplayers.com/pks-tools/ )to break it into a .dds and an xml file, edit the dds in photoshop, then recombine it into a .texture file using detexturizer with the original .xml file and the new .dds file, and then test it in CoH. Vidiotmaps seem to use no compression and no mipmaps. costume textures seem to use dxt5 or dxt1 compression and I have not figured out the correct save options for bump maps yet.

 

Gimp and Paint seem to offer some .dds tools but the files they produces did not work for me, at least for vidiotmap editing. Those programs may actually produce usable results for costume texture files which seem to use different save options (dxt5 and dxt1 in some cases I believe).

 

With trial and error for the rather wide variety of save options, I have successfully edited and used one of the face textures, but failed with another. The costume and face textures are slightly disorganized, of various image dimensions, sometimes single files and sometimes two or more files (to include bump maps or other effects), and sometimes stored in multiple folder locations, some of which may not be used in-game. If you are starting to experiment with texture editing, I suggest finding a face texture with no bump map companion file and edit that for an easy first attempt. It appears that the newer, larger, better looking textures are going to be more complicated to edit than the older smaller ones.

 

The loading screens for various zones that I have tested, break down into jpg files instead of dds, so they are less complicated to replace and test than costume files.

Attached is an example replacement loading screen for ouroborus which goes into :"<whatever folder contains your game>\data\texture_library\loading_screens\City_Zones

 

City_06_01.texture

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Also working on a pocket D loading screen to replace the paper flyer image, but mine looks kind of blurry and pixelated in-game so I'm still trying to spruce it up. pocketD-retouched1024x768-v4.thumb.jpg.e2a3fbccd152b5462b7eaa2264ae2afa.jpg

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