Lady Victory - The Watch Posted November 6, 2023 Posted November 6, 2023 (edited) Seeing as how PK's Tools have been wiped from the face of the earth as if Thanos himself snapped them out of existence entirely, does anybody have a copy of them, more specifically a copy of DeTexturizer or some other solution for texture modding? Thanks in advance! Edited November 6, 2023 by Lady Victory - The Watch 𝕃𝕒𝕕𝕪 𝕍𝕚𝕔𝕥𝕠𝕣𝕪Captain of The SentinelsGuild Leader of The Watch
City Council Michiyo Posted November 7, 2023 City Council Posted November 7, 2023 We talked on Discord, but to update this for others, I'm working on a replacement tool. 1
AboveTheChemist Posted November 8, 2023 Posted November 8, 2023 I have a copy of DeTexturizer but I am hesitant to share since I am not the author. Prior to the availability of DeTexturizer, I wrote my own (simple) Python script to de-texturize texture files for my own personal use (and still use it regularly). If Python users would like me to share the code, just let me know. Otherwise, I am certain Michiyo's replacement tool will be fantastic, so the best option is probably to wait for that. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
City Council Michiyo Posted November 17, 2023 City Council Posted November 17, 2023 A large work project came up, and I've had to delay this, it is still being slowly worked on. I have everything working except the image -> DDS conversion step.
Lady Victory - The Watch Posted January 12 Author Posted January 12 On 11/17/2023 at 12:30 AM, Michiyo said: A large work project came up, and I've had to delay this, it is still being slowly worked on. I have everything working except the image -> DDS conversion step. Hey no sweat! I just appreciate you taking the time to do it! 𝕃𝕒𝕕𝕪 𝕍𝕚𝕔𝕥𝕠𝕣𝕪Captain of The SentinelsGuild Leader of The Watch
City Council Michiyo Posted January 12 City Council Posted January 12 Oof wow, I posted that in November, and here it is January... End of year / start of year are always super busy for me, sorry for the delays... I have 6 projects this weekend that have to finish before Monday, so it's unlikely I'll have time to work on this for a bit. 😞
City Council Michiyo Posted April 7 City Council Posted April 7 https://mods.cityofheroes.dev/texturetools/TextureTools.zip Finally 5 months later... I'm releasing the first version of "CoH Texture Tools", see I'm great with naming stuff... *cough* With this you can convert from .texture -> .dds (or .jpg for loading screens), This will dump a .json file with the "header" of the .texture file allowing you to re-texture the modified file, you can do an entire folder or single file. You can, of course do the reverse, take a .dds (and .json) and re-texture-ize it. The "Converter" Tab, allows you to convert .dds files to png, (From DDS), or from (most) image formats into .dds! Currently it supports either DXT5, or No compression which should take care of most textures. for UI (Icons, maps, or other User Interface stuff) use "None", for everything else try DXT5. Make sure to not enable MipMaps for UI textures. 7 1
Jack Power Posted April 8 Posted April 8 I love tools and aid programs. But could someone explain what this is used for? //Jack "Those are my principles, and if you don't like them...well I have others.” ― Groucho Marx
AboveTheChemist Posted April 8 Posted April 8 24 minutes ago, Jack Power said: could someone explain what this is used for? In the simplest terms, it is used for modifying (modding) in-game textures, be they maps, costumes, billboards, or any of the other textures you might see in-game. Individual game textures come in .texture format, and they contain the actual image plus a couple of layers of headers that the game needs in order to apply them properly in-game. Texture files can't be manipulated directly in programs like PhotoShop or GIMP (as far as I know), but if you remove those headers, then you gain access to the image which can then be modified. You then need to re-attach those headers in order to make it usable by the game again, and this tool assists with all of that. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Jack Power Posted April 8 Posted April 8 Cool! That's what I thought, but thanks for the confirmation. These changes are just for the player right? Wouldn't think it be ok for some random player to change anything for the entire playerbase. Is there som old gallery with examples of what the comunity has done with this? //Jack "Those are my principles, and if you don't like them...well I have others.” ― Groucho Marx
AboveTheChemist Posted April 8 Posted April 8 39 minutes ago, Jack Power said: These changes are just for the player right? Correct, these only change things client-side and the individual user is the only one that sees the changes. As far as examples, the big one I can think of is vidiotmaps. I don't use this particular tool to update vidiotmaps because I developed my workflow before this or the previous DeTexturizer tool were available, but the set of tools I use does essentially the same thing. Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
City Council Michiyo Posted April 8 City Council Posted April 8 Of course, I found a bug with this release in the handling of MipMaps, will be fixed, and we get to see if the auto update function works...
Mathew322 Posted July 25 Posted July 25 Sorry to necro this topic but is there a way to remove the reflective effect the game applies to some textured objects? The model I'm retexturing has a minor metallic shine to it by default and while the texture for the model is replaced, the metallic shine is still there. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 25 Posted July 25 (edited) It depends on if you're talking about the reflective nature of Metallic 1/2, and Tech Sleek or the difference between Tights, Sleek Tights, Bodysuit Muscle Gloss, and Bodysuit Muscle Matte. It's been years since I've modded costume parts but I'm fairly certain that you can't change the shine like the first examples but I think you can change the glossiness in the second examples. Edit: So from lookin at the Clockwork pieces it appears that if the costume part has a 'reflect' file the darker part in that texture file are more reflective than the white part but looking at something like Tech Sleek it doesn't have a 'reflect' file it has a 'dual' file, and then looking at the Metallic files they just use a 'Bump' file. What file are you actually replacing? Edited July 25 by LKN-351 More info Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 25 Posted July 25 57 minutes ago, LKN-351 said: It depends on if you're talking about the reflective nature of Metallic 1/2, and Tech Sleek or the difference between Tights, Sleek Tights, Bodysuit Muscle Gloss, and Bodysuit Muscle Matte. It's been years since I've modded costume parts but I'm fairly certain that you can't change the shine like the first examples but I think you can change the glossiness in the second examples. What file are you actually replacing? I'm replacing the statue textures with their colorized character textures and the villain statues appear to be made of shiny metal while the hero statues are made of matte stone. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 25 Posted July 25 I was in the middle of editing my previous post as you made that comment lol I have this feeling, with the statues being older that they use the 'bump' file, but since I'm already digging into it I'll see. What was the source pigg that you got the files from? Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 25 Posted July 25 (edited) The Signature Villain textures are located in: texture_library/V_ENEMIES/Signature/ The Signature Villain Statue textures are located in: texture_library/WORLD/V_COV/city_zones/Signature_Statue The villains have extra Bump, Glow, Mask, and Reflect .dds files while the statues don't. Edited July 25 by Mathew322 Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 25 Posted July 25 (edited) I'm only seeing one texture file for the villain statues so it doesn't seem like those can be changed to not reflect without figuring out what other file determines that quality. Yeah, as far as I can tell you can only use the regular coloured texture file from the signature villains character for their corrosponding statue and it'll end up being some other file somewhere in the piggs and it may not even use a name that you'd outright identify as for the statues specifically. I'm betting that file that sets the reflection properties for them is more than likely used in other places in the zone to set the same reflection. Edit: Thats actually the same sort of issue I'm running into (but not related to statues) and the reason I was already digging through piggs in the first place lol Preatorion statues though, thats a different story. Those have bump maps and look like the files for the statues are litterally just recolours of the NPCs they're based on. To be honest, I couldn't find the hero statues so I can't say anything about those specifically. Edited July 25 by LKN-351 more info Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted July 26 Posted July 26 3 minutes ago, LKN-351 said: I'm only seeing one texture file for the villain statues so it doesn't seem like those can be changed to not reflect without figuring out what other file determines that quality. Yeah, as far as I can tell you can only use the regular coloured texture file from the signature villains character for their corrosponding statue and it'll end up being some other file somewhere in the piggs and it may not even use a name that you'd outright identify as for the statues specifically. I'm betting that file that sets the reflection properties for them is more than likely used in other places in the zone to set the same reflection. Edit: Thats actually the same sort of issue I'm running into (but not related to statues) and the reason I was already digging through piggs in the first place lol Preatorion statues though, thats a different story. Those have bump maps and look like the files for the statues are litterally just recolours of the NPCs they're based on. To be honest, I couldn't find the hero statues so I can't say anything about those specifically. Yeah that's about the conclusion I came to and the hero statues a ton more generic than the Villain statues are, I think the only real Signature Hero statue is Statesman. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted July 26 Posted July 26 Unfortunately if there isn't already a file to be replaced, us as players don't have the tools to add them in.... LOL as far as I'm aware Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
LKN-351 Posted August 5 Posted August 5 On 4/8/2024 at 3:58 PM, Michiyo said: Of course, I found a bug with this release in the handling of MipMaps, will be fixed, and we get to see if the auto update function works... Does this have anything to do with converting DDS files? Cause I can't get it to convert DDS files, it keeps telling me I need a .dll file. If you need to know more, I'll post more info. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted August 5 Posted August 5 52 minutes ago, LKN-351 said: Does this have anything to do with converting DDS files? Cause I can't get it to convert DDS files, it keeps telling me I need a .dll file. If you need to know more, I'll post more info. A DLL? If you're using Michiyo's TextureTool then it should just work. Converting a texture file should give you a DDS and a matching JSON which you use together to convert back to a texture file. Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted August 5 Posted August 5 21 minutes ago, Mathew322 said: 1 hour ago, LKN-351 said: Does this have anything to do with converting DDS files? Cause I can't get it to convert DDS files, it keeps telling me I need a .dll file. If you need to know more, I'll post more info. A DLL? If you're using Michiyo's TextureTool then it should just work. Converting a texture file should give you a DDS and a matching JSON which you use together to convert back to a texture file. I guess I should have been more clear lol I'm using Michiyos texture tool and it wont convert DDS files. I thought it was implied since I quoted the post about that texture tool.... also I have absolutely no idea which pronoun to use talking about Michiyo 😆😆 Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
Mathew322 Posted August 5 Posted August 5 7 hours ago, LKN-351 said: I guess I should have been more clear lol I'm using Michiyos texture tool and it wont convert DDS files. I thought it was implied since I quoted the post about that texture tool.... also I have absolutely no idea which pronoun to use talking about Michiyo 😆😆 So when you try to use the "Texturize" tab to merge the DDS and JSON files back into a single Texture, you get an error that says you're missing a DLL file? Bring a world of color to the monuments of Paragon City and the Rogue Isles! Colorized Monuments Mod
LKN-351 Posted August 5 Posted August 5 I really can't tell if you're joking around with me or not lol I'll break it down, with images, just in case you're serious. So I click on converter, to convert to DDS Then I click on convert and the dialog box pops up telling me I need a DLL. Now if I try to convert from a DDS and click on Convert... nothing happens. I'm guessing it should convert a DDS to an image file since there are seperate tabs for converting texture files but that's not really clear. The details from the error dialog, in case Michiyo wants to read them. Spoiler See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** TeximpNet.TeximpException: Error loading unmanaged library from path: FreeImage.dll The specified module could not be found. (Exception from HRESULT: 0x8007007E) ---> System.IO.FileNotFoundException: The specified module could not be found. (Exception from HRESULT: 0x8007007E) --- End of inner exception stack trace --- at TeximpNet.Unmanaged.UnmanagedLibrary.UnmanagedWindowsLibraryImplementation.NativeLoadLibrary(String path) at TeximpNet.Unmanaged.UnmanagedLibrary.UnmanagedLibraryImplementation.LoadLibrary(String path) at TeximpNet.Unmanaged.UnmanagedLibrary.LoadLibrary(String libPath) at TeximpNet.Unmanaged.UnmanagedLibrary.LoadLibrary() at TeximpNet.Unmanaged.UnmanagedLibrary.LoadIfNotLoaded() at TeximpNet.Unmanaged.FreeImageLibrary.LoadFromFile(String filename, ImageLoadFlags flags) at TeximpNet.Surface.LoadFromFile(String filename, ImageLoadFlags flags) at TextureTools.ImageConverter.ConvertToDDS() at TextureTools.Form1.btnConvertToDDS_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.9256.0 built by: NET481REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- TextureTools Assembly Version: 1.0.8865.21240 Win32 Version: 1.0.8865.21240 CodeBase: file:///X:/COH%20Stuff/Pigg%20viewer/TextureTools/TextureTools.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 14.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.9251.0 built by: NET481REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.9241.0 built by: NET481REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.9251.0 built by: NET481REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 4.0.0.0 Win32 Version: 4.8.9214.0 built by: NET481REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- BetterFolderBrowser Assembly Version: 1.2.0.0 Win32 Version: 1.0.8865.21240 CodeBase: file:///X:/COH%20Stuff/Pigg%20viewer/TextureTools/TextureTools.exe ---------------------------------------- AutoUpdater.NET Assembly Version: 1.8.4.0 Win32 Version: 1.0.8865.21240 CodeBase: file:///X:/COH%20Stuff/Pigg%20viewer/TextureTools/TextureTools.exe ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- TeximpNet Assembly Version: 1.4.3.0 Win32 Version: 1.0.8865.21240 CodeBase: file:///X:/COH%20Stuff/Pigg%20viewer/TextureTools/TextureTools.exe ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.8.9037.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Are you looking for Ultramode style, candy coated enhancements and powers? WELL YOU'VE COME TO THE RIGHT PLACE!! (they're also in the City Mod installer)
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