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Titanman Animation Sprite, UI, Texture Mod + Tutorial


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(Downloadable Mod at 2nd Post)

 

to1.png.5072f94663592f2da0bec102547ab414.png

Tired of yours teammates migraine vfx cluster? 

Tired of spawn of ice, crystal and earth blocking your views? 

Tired of the sizzling from your radiation armor?
That's right you come to the right place.

Let's makie makeover!

 

Requirement:

Go to

https://wiki.ourodev.com/view/Texture_modding
Read the basic,

Download Pigg Viewer Pro, Pigg Viewer 1.6, Nvidia .dds from nvidia website

 

Done?
Lets edit animation sprite texture:

1.Duplicate your .pigg files on to your workspace from your coh/piggs folder and name it piggsx.

(VERY IMPORTANT: better avoid edit generic used animation sprite like GENERIC_RING, it will affect almost All animations.)

(Whatever you did on that texture, all animation, map, skin using that texture will be affected)

 

2. Open Pigg Viewer Pro and load the piggsx folder. 

Search FX > customizeablepowers or SUPER_POWERS folder. (Some sprite might put in other folder)

(Main 3 piggs files having the FX sprite animation texture: stage1b.pigg, stage2.pigg, stage3.pigg)

OR use Philotic Knight V2 to locate your texture file, include costume mod.

 

 

3. Search the texture you want to edit. And extract it as .dds file.

makiemakeover1.png.4e69211826e195ae479d07f0ae4ca8ae.png

Note: if your Pro start shown error, blurry texture. relaunch the program.

 

4. Open your photoshop load the .dds files.

Check the texture resolution: if 256x256 stay 256x256, you can't go big or go small cause COH is already hardcoded, unable to load files bigger than its original size.

Image > Image size

size1.png.c15f54cee963fb5202cd7cd477acc41f.png

 

5. Now replace or paint your texture. Example I want to make Hurricane less annoying and more like magic.

to2.png.dfaa42ad36da687c7db62769ad60844c.png

 

6. After done texture: 

(For alpha)

(Make sure your texture set to black and white)

 

Go to Layer duplicate Red Green Blue either 1 channel and name it to Alpha 1.

tothis2.png.3d238b9f0145a87ff013141f068aa3eb.png

(Jump to 7.)

 

(For complete removal of migraine epileptic animation sprite:)

If you don't want any animation make the Alpha 100% black and 1 pixel to 95%

Nvidia will auto delete pure black Alpha.

noalhpa.thumb.png.19699f6693dfb7204126212c1df9391e.png

 

7. Save file to .dds

Select DXT5 ARGB 8bpp for COH version of texture.

MIP Map Generation to Generate MIP maps. (No MIP maps if don't needed)
(MIP map is used when resize by the system, it up for special range scale for the system, usually used for openworld map texture)

 

nvidia.png.a5c4851a7bf4d18e7c93f1b4bd24ba0f.png

 

8. Open Piggs Viewer v1.6 Load the selected piggs files. If the file came from stage1b, you have to load from same directory SPECIFICALLY.

 

 Click the directory:
A Error window popup ignore it, click continue:

error1.png.c5b7fa8069cb10049e10d71d45519f12.png

 

9. Right click the directory and wait, (if it keeps popup tiny window means crashed). Or you have to set the version compatible to windowXP for this ancient fragile software.

Do not click anything else or it will crash or it will cancel the action.

(Keep the Piggs Viewer v1.6 zip all time, if it keeps popup tiny window, you have to delete and replace a fresh one)

timebar.png.799c44fa34964ba2f9cb0d22ebfeafec.png

Wait 1~4mins PER LOAD, look at the (beep) timebar, wait it slide to end.

 

Select Create .texture from DDS… then create the new directory. A new texture_library folder with .texture file is spawned.

Files must be SAME NAME as the previous version, COH hardcoded with it, different name with not generate .texture.

 

12. Create a data file folder in your COH folder then paste the texture_library into it. 

And boot COH check the changes.

to3.thumb.png.ab4ec1e1a369aa31da06334556655e4b.png

or this

tf1.png.1df0e8cf9a29387b7c5c1846fe960419.png

 

Wala, if you dont like the animation texture, rework and replace the .texture file.

 

Mod like human skin, building and other textures using the same technique.

 

Remark: do not request any lewd mod, DIY.

Every new patch will remove your mod folder, you have to manually replace it again.

 

DO NOT: use other mmo, MARVEL, DC and/or any other game texture sprite.

 

Edited by therealtitanman
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VFX Visual Improvement Mod:

(Mod that reduce vfx blinding the screen during TF and Trial or Farming,

was mainly made for my friend who has eyestrain look at flashy bright light for too long.)

Create a data folder in your coh folder and unzip the file

IF YOU HAVE VIDIOTMAPS, MAKE A BACKUP COPY BEFORE UNZIP, SO YOU WONT DELETE THE VIDIOTMAPS GUI TEXTURE.

(if you have visual aids, need some help reduce certain animation flashiness, visibility, color. You can dm me)

 

VFX TEXTURE COMPLETE SET MOD (Latest Version 2.1)

titanman_VFXTextureModV2.1.zip

-Added new type of soul noir animation.

-Remove poison funny animation causing waterfall become invisible

 

titanman_VFXTextureModV2.0.zip

Complete Set Included:

-Most annoying gas aka Smoke.dds replaced and removed with a semi transparent texture.

-Generic_Ring.dds stay, due to 100% widely used in game effect.

-All posted Mod

-Fix wrong size dds

-Reuse COH texture, (avoid copyright)

-Bio Armor Added: No Drip, No Speckles. (cant remove ugly body due to model swap system)

-Dark Set: Tintable Tentacle is semi transparent, Creepy faces removed, No Drip, Shadow maul gases were replace with a newer   effect, improved visibility, Soul Noir added, no more over burden dark texture (check below)

- Illusion: Creepy Skull effect removed

-Trick Arrow: Slick Oil improved visibility

-Fire as below

-Ice as below

-Poison improved visibility, no more over fume

-Storm Summoning: Hurricane improved visibility

-Time replaced spiral effect with another spiral effect.

(If you look for special art by me, scroll down)

-Stone as below, Crystal/Molten add transparency, Rock texture (cant remove ugly stone due to model swap system)

- Radiation Set & armor: no longer having tons of gasses effect and replace with tint glow.

 

Some effect will affect hows portal and overworld gasses looks.

and i did a survey on those changes, you wont be noticing it much.

 

 

------------------------------------------------------------------------------------------------------------------------------------------------

1. Tired of ice armor animation, ice crystal?

(Removed Ice Armor, replaced crystal with snowflakes and glow)

icemod2.png.b5641fd814c6a46ff2a760f05d9affd8.png

Ice crystal + no ice armor mod:

titanman_IceMod.zip

No ice armor ONLY mod:

titanman_noIceArmorOnly.zip

 

2. More Transparent AEarth/Stone VFX

Semi Transparent Crystal:

crystal1.png.54bb46439a0b6430d2a8729ef8f9a210.png

Magical Lava Molten:

mallet1.png.6de846c96b9328fccd76f701f80a2e8d.png

titanman_transparentEarthSet.zip

 

FireMod: Removed Fire Weapon, giving fire light and fiery weapon,

Fire no longer causing huge amount of VFX gasses, visual flare enhanced.

flareup.thumb.png.c49bab99edb84d7444695d1b2c24df45.pngtitanman_fireSetMod.zip

 

Edited by therealtitanman
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UI Mod :

 

Login screen UI Mod (for personal use only): 

Replace:

duplicate from homecoming folder texture_gui.piggs

In piggViewer 1.6 extract texture_gui.piggs > creation > gui > login > login.texture

in COH folder coh\data\texture_library\gui\creation\login

loginscreen1.thumb.png.639ea9401cc224c01d65fa10d955cddb.png

titanman_loginScreenMod.zip

 

More UI mod is in progress.

Edited by therealtitanman
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This is really great. It gives people who hate all of those animations a way to lessen the amount of FX, while allowing people who enjoy them to keep them without them being nerfed for everyone. Thank you very much for this. The more options this game has and the less forced changes the Devs have to implement the better for everyone!

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11 hours ago, Hopestar said:

Thanks for this tutorial, sadly PiggViewer 1.61 doesn't seem to work on Windows 10 apparently. I even tried every compatibility mode there is (XP SP3 works best but it still locks up for hours every time I click a texture).

even win7 they 1.61 still lock up sometime. zzz.

how about piglet. does it work?

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Mod for enhance visible and visual feels (Unfinished Reason i cant find)

ice/cold : 100% done, with extra mod on other animation into snowflake pattern include sleet & running.

 

(pattern is created by myself)

newsleet.png.ed643d0acda5c58092dd531eeefc70a1.png

elsa2.png.f323e309281e57e05eb996ab927b6fe8.png

rad 95%: left the swirling animation of fallout shelter.

rr2.thumb.png.f7261138f46c1cb828689fe23ae9974f.png

fire 100%: replaced all fire gas animation into flare.

lolol.thumb.png.6bb51ce86dcd91cf63139f16b32d1603.png

dark 95%: still on the search of the electric like texture

wowowo.thumb.png.894b4df1c6f1a03fb32903d912fc42fb.png
poison: still in search for the gas animation

stone/rock : 100% on crystal, molten. untouched original due it shared with multiple in game props.

Psi 0%: might remove the symbols.

Edited by therealtitanman
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Repaint pattern & outfit:

Mine were done touch alot of part of the textures.

 

I suggest you repaint the texture in pattern files only,

Cause the game normal map were done wrongly, maybe for old system.

lol12321.thumb.png.146a775ab76527f2b427ae92f368744b.png

 

2. after extract and repaint the texture white is COLOR 1 black is COLOR 2

 

3. save different format for pattern texture:

DXT1 no alpha

 lol1232.png.082b7b6253d9ba0e132751bef000b86e.png

 

4. Load it in the piggviewer like animation texture repaint.

 

Edited by therealtitanman
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On 11/5/2020 at 8:30 AM, therealtitanman said:

poison: still in search for the gas animation

Generally l tried to find that animation, and unfortunately Poison Trap might use generic smoke/vapor animation, used in many places, such as for waterfalls etc. It might be (l'm not sure) yet:

 

texture_library/FX/WORLD/WaterFill.texture

in

stage1b.pigg

 

l don't have any toons those have Poison Secondary on them, but l do have Traps with Poison Trap so might have to verify it leita.

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To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

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1 hour ago, Purrfekshawn said:

Generally l tried to find that animation, and unfortunately Poison Trap might use generic smoke/vapor animation, used in many places, such as for waterfalls etc. It might be (l'm not sure) yet:

 

texture_library/FX/WORLD/WaterFill.texture

in

stage1b.pigg

 

l don't have any toons those have Poison Secondary on them, but l do have Traps with Poison Trap so might have to verify it leita.

thank you, but oof if shared with world texture. 
the mist using mistbright from world

Edited by therealtitanman
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1 hour ago, therealtitanman said:

thank you, but oof if shared with world texture. 
the mist using mistbright from world

Actually it affects on very lil' degree - a part of Poison Trap that is involved only on initial fountain, not the cloud. After the more thorough testing We localized particles more:

 

actual cloud:
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidFlat2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidFlatDark2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubbles2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubblesdark2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubble2.part
initial fountain:
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidcore.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidcore2.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidsteam.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidsteamDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidBubbleDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidLiquid.part
 

Trying to affect "smoke2.texture" file, which well might be very Generic btw

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To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

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7 minutes ago, Purrfekshawn said:

Actually it affects on very lil' degree - a part of Poison Trap that is involved only on initial fountain, not the cloud. After the more thorough testing We localized particles more:

 

actual cloud:
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidFlat2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidFlatDark2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubbles2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubblesdark2.part
CUSTOMIZEABLEPOWERS/PETS/POISONPOISONGAS/AcidBubble2.part
initial fountain:
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidcore.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidcore2.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/Acidsteam.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidsteamDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidBubbleDark.part
CUSTOMIZEABLEPOWERS/PETS/POISONTRAP/AcidLiquid.part
 

Trying to affect "smoke2.texture" file, which well might be very Generic btw

lol232.thumb.png.a86f5bd2d6148191c50a97aa92880e2c.pngi located the files and test mod it into more visible, reduce gas by 50%, the misty spec replace with spark, even with darkest ton

Edited by therealtitanman
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4 minutes ago, therealtitanman said:

the files and test mod it into more visible even with darkest ton

You may play with updating these textures:

 

texture_library/FX/customizeablepowers/Tintable_Oil.texture
texture_library/FX/SUPER_POWERS/particles/gdc/smoke2.texture

both in

Stage1b.pigg

 

replacing first affected almost all cloud for Us

Edited by Purrfekshawn
  • Like 1

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

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35 minutes ago, Purrfekshawn said:

You may play with updating these textures:

 

texture_library/FX/customizeablepowers/Tintable_Oil.texture
texture_library/FX/SUPER_POWERS/particles/gdc/smoke2.texture

both in

Stage1b.pigg

 

replacing first affected almost all cloud for Us

my replace are the same spark texture(with i repaint and fix the wrong pixel) but it does work well with alot of effect.

 

which effect using Tintable oil?

Edited by therealtitanman
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2 hours ago, Purrfekshawn said:

You may play with updating these textures:

 

texture_library/FX/customizeablepowers/Tintable_Oil.texture
texture_library/FX/SUPER_POWERS/particles/gdc/smoke2.texture

both in

Stage1b.pigg

 

replacing first affected almost all cloud for Us

only smoke were mod.

idk whats tintable oil used in.

Titanman_smokeOnlyMod.zip

Edited by therealtitanman
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DarkSet/Poison Mod:

 

Dark and Poison widely sharing their effect texture,

This mod will affect world gasses, waterfall sprite, reduced smoke by 50%, and poison set

Original

1.png.d778c4131572f9363e5dbbe6bce7d2db.png

 

Dark no longer having twigs/electric effect, tentacles are semi transparent, shadow maul wont having view blocking effect.

testet1.thumb.png.845ca71ed97da9289b3fd4c1faa59f37.png

 

shadowmaul.png.54b79eed2aefd908d9d5eaea209decb4.pngghost1.png.eed79469719cebadb5091c3c9216df11.png

 

poison no longer having blocking view effects

lol232.thumb.png.0edc8b6c28b53477dfd92248d7f75df2.pngtitanman_darkpoisonMod.zip

 

Edited by therealtitanman
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This is the complete set above i done.

Include, radiation Set, Time Magic Spell Circle.

(radiation armor are widely affected by multiple skill set)

 

titanman_VFXTextureModV1.1.zip

 

Radiation Armor Changes:

rr2.thumb.png.bf9c1a2246124f25472d5981921383ba.png

seecce1.thumb.png.d077194854b986accb9a6f5c49be9e99.png

(radiation armor, fallout shelter still wip, unable to find the source)

Edited by therealtitanman
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23 hours ago, Purrfekshawn said:

You may play with updating these textures:

 

texture_library/FX/customizeablepowers/Tintable_Oil.texture
texture_library/FX/SUPER_POWERS/particles/gdc/smoke2.texture

both in

Stage1b.pigg

 

replacing first affected almost all cloud for Us

I able to found the texture for OIL, i can sent you later, i fix it by reduce opacity otherwise, trick arrow slick oil animation looks like pause animation.

(oil will be sent in dm)

 

Editing now: new update will be in V2.0 full set.

-bio armor dripping effect removed

- rad armor fallout shelter / metabolism no longer having seizure glow.

- trick arrow will be be screen by blind by slick oil

- soul noir dripping now in wip, suspect might be sharing with rain effect texture

 

Edited by therealtitanman
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1 hour ago, therealtitanman said:

idk how to, maybe is easier just paste the texture_library?

I made a tutorial 3 part video that teaches people how to create their own custom sound mods an how to upload them to the CoH Modder Tool. I skipped the first two since they do not apply to you and marked the video at the 8:07 mark. Check that out and that should show you how to upload your mods to the CoH Modder Tool, since there is no difference between how you upload sound mods with how you upload graphics mods.
 

 

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