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Trials of Mana Mod Creation Guide


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On 4/29/2020 at 8:53 AM, oscateexor said:

yeah I don't like replicated stuff. it's either 3 that may or may not happen.

 

Someone builds custom umodel.exe that can export .psk with MorphTargets (ideal but unlikely)

Custom umodel.exe that can export morphed figure (Ctrl + ]) as static mesh (then create shaped keys from it in Blender)

A blender plugin that applies "MorphTarget" dumpfiles (indices + Vector3 delta) onto base mesh.

Ok, I went plan B. Modified umodel.exe

 

initial version, outdated


04/30 edit:

umodel_morph_fix1.zip

mirror

 

Spoiler

fixed my stupid error handling code that disabled the exporting function entirely if "Export Morphed Models" option is not checked, or the model has no morph.

also added leading zeros in naming exported files for ease of batch renaming in Blender.

(e.g. SK_pc06_01a_Morph5_eyelid_laugh1.psk -> SK_pc06_01a_Morph05_eyelid_laugh1.psk)

 

Exporting LOD (low poly) models is still disabled in my custom umodel.exe, because I override that part of the code (not that it's useful for modding this game in particular). Just use the original umodel.exe for regular operations.

 

I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets.

 

Spoiler

 

I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process.

This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models".

 

1.png.b63efd659a4ccc456f2d7122e18d8d12.png

 

This will export a number of models as much as it has MorphTargets + 1 (the original model).

 

2.png.1c10cea478e9ea7943fc036e38241ded.png

 

Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3)

 

3.png.5de2caf43d36a31ff627001aeb65e83a.png

 

The order matters. You don't have to rename submeshes (not yet).

 

4.png.1d69673f41e6adb8d1504312338031c3.png

 

Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel.

 

5.png.c110478aad90b0f1657b953b1eba8ffb.png

 

Ctrl click - Select all armatures, from bottom to top.

 

6.png.8bf51abf4edfac78d9e74a4e577889b8.png

 

With main focus on the original "armature", click the down arrow and select "Join as Shapes".

This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) 

 

7.png.17e81dd20933d3f6847dfceab215381e.png

 

Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly.

 

8.png.23a9a59bfa91f9a92afe6e073421d82e.png

 

Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo")

(yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.)

If you put the wrong name (Sike!), it doesn't work in the game.

 

9.png.f155817002962420c69e22585c4cd760.png

 

Edit the model whatever you like, deleting vertices is fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to generic Blender tutorials etc if you are gonna fully commit 3d modeling.)

 

12.png.8fed064dcdb9f8d98f2911f23301c0a3.png

 

After done editing the model, make sure the shape keys are not broken yet. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have edited in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys afterwards.

in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding.

 

Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing).

 

11.png.352d7da891a60e461f21e8f06d39f692.png

 

Import to Unreal Engine, check "Import Morph Targets".

 

13.png.0aeae8bcd345b568fc49b28b80edb948.png

 

Morph Targets are working fine in the preview window.

 

14.png.429df67a33525b4f3cb6e013abb972e7.png

 

The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets.

 

1223730_3.png.a200ab41edad4ed26bcd03ac19f2459a.png

 

tada-!

Hope we gonna see some good stuff. or better/faster/automated procedure.

 

Link to comment
26 minutes ago, oscateexor said:

  

Ok, I went plan B. Modified umodel.exe

 

umodel_morph.zip 866.42 kB · 4 downloads


I am not a programmer, please bear with me for bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets.

 

  Reveal hidden contents

 

I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process.

This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models".

 

1.png.b63efd659a4ccc456f2d7122e18d8d12.png

 

This will export a number of models as much as it has MorphTargets + 1 (the original model).

 

2.png.1c10cea478e9ea7943fc036e38241ded.png

 

Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3)

 

3.png.5de2caf43d36a31ff627001aeb65e83a.png

 

The order matters. You don't have to rename submeshes (not yet).

 

4.png.1d69673f41e6adb8d1504312338031c3.png

 

Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel.

 

5.png.c110478aad90b0f1657b953b1eba8ffb.png

 

Ctrl click - Select all armatures, from bottom to top.

 

6.png.8bf51abf4edfac78d9e74a4e577889b8.png

 

With main focus on the original "armature", click the down arrow and select "Join as Shapes".

This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) 

 

7.png.17e81dd20933d3f6847dfceab215381e.png

 

Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly.

 

8.png.23a9a59bfa91f9a92afe6e073421d82e.png

 

Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo")

(yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.)

If you put the wrong name, it doesn't work in the game.

 

9.png.f155817002962420c69e22585c4cd760.png

 

Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.)

 

12.png.8fed064dcdb9f8d98f2911f23301c0a3.png

 

After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you do editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys.

in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding.

 

Let's export, the same options as of wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys.

 

11.png.352d7da891a60e461f21e8f06d39f692.png

 

Import to Unreal Engine, check "Import Morph Targets".

 

13.png.0aeae8bcd345b568fc49b28b80edb948.png

 

Morph Targets are working fine in the preview window.

 

14.png.429df67a33525b4f3cb6e013abb972e7.png

 

The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename assets.

 

1223730_3.png.a200ab41edad4ed26bcd03ac19f2459a.png

 

tada-!

Hope we gonna see some good stuff. or better/faster/automated procedure.

 

Thanks a lot. I was about to rage quit :D ... because I went through the tutorial and installed everything and then: "Yeah LipSync will not work." ... so, now I'll give it a try. Thanks.

Link to comment
1 hour ago, oscateexor said:

  

Ok, I went plan B. Modified umodel.exe

 

umodel_morph.zip 866.42 kB · 9 downloads


I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets.

 

  Reveal hidden contents

 

I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process.

This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models".

 

1.png.b63efd659a4ccc456f2d7122e18d8d12.png

 

This will export a number of models as much as it has MorphTargets + 1 (the original model).

 

2.png.1c10cea478e9ea7943fc036e38241ded.png

 

Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3)

 

3.png.5de2caf43d36a31ff627001aeb65e83a.png

 

The order matters. You don't have to rename submeshes (not yet).

 

4.png.1d69673f41e6adb8d1504312338031c3.png

 

Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel.

 

5.png.c110478aad90b0f1657b953b1eba8ffb.png

 

Ctrl click - Select all armatures, from bottom to top.

 

6.png.8bf51abf4edfac78d9e74a4e577889b8.png

 

With main focus on the original "armature", click the down arrow and select "Join as Shapes".

This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) 

 

7.png.17e81dd20933d3f6847dfceab215381e.png

 

Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly.

 

8.png.23a9a59bfa91f9a92afe6e073421d82e.png

 

Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo")

(yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.)

If you put the wrong name, it doesn't work in the game.

 

9.png.f155817002962420c69e22585c4cd760.png

 

Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.)

 

12.png.8fed064dcdb9f8d98f2911f23301c0a3.png

 

After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys.

in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding.

 

Let's export, the same options as of wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys.

 

11.png.352d7da891a60e461f21e8f06d39f692.png

 

Import to Unreal Engine, check "Import Morph Targets".

 

13.png.0aeae8bcd345b568fc49b28b80edb948.png

 

Morph Targets are working fine in the preview window.

 

14.png.429df67a33525b4f3cb6e013abb972e7.png

 

The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets.

 

1223730_3.png.a200ab41edad4ed26bcd03ac19f2459a.png

 

tada-!

Hope we gonna see some good stuff. or better/faster/automated procedure.

 

 

I love you! ❤️

 

I have linked your post at the end of the tutorial for now but eventually I will merge your instructions into mine (and give credit of course). Also we can save time by doing batch file rename before importing psk files.

Link to comment
34 minutes ago, koechophe said:

So I was able to get my files packed using this particular batch on the unreal pak: 

http://modderbase.com/showthread.php?tid=834

 

None of my textures will show up in game though. I'll try a model edit and see if this method of packing actually works in game, and if something in just the raw editing of the texture files isn't translating for some reason. 

Make sure you name and move your textures correctly and then dont include them in your pak. That will make your pakd skeletal mesh try to load your material from the location where you put them and find the original materials instead.

Link to comment
6 hours ago, oscateexor said:

  

Ok, I went plan B. Modified umodel.exe

 

umodel_morph.zip 866.42 kB · 29 downloads


I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets.

 

  Reveal hidden contents

 

I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process.

This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models".

 

1.png.b63efd659a4ccc456f2d7122e18d8d12.png

 

This will export a number of models as much as it has MorphTargets + 1 (the original model).

 

2.png.1c10cea478e9ea7943fc036e38241ded.png

 

Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3)

 

3.png.5de2caf43d36a31ff627001aeb65e83a.png

 

The order matters. You don't have to rename submeshes (not yet).

 

4.png.1d69673f41e6adb8d1504312338031c3.png

 

Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel.

 

5.png.c110478aad90b0f1657b953b1eba8ffb.png

 

Ctrl click - Select all armatures, from bottom to top.

 

6.png.8bf51abf4edfac78d9e74a4e577889b8.png

 

With main focus on the original "armature", click the down arrow and select "Join as Shapes".

This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) 

 

7.png.17e81dd20933d3f6847dfceab215381e.png

 

Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly.

 

8.png.23a9a59bfa91f9a92afe6e073421d82e.png

 

Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo")

(yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.)

If you put the wrong name (Sike!), it doesn't work in the game.

 

9.png.f155817002962420c69e22585c4cd760.png

 

Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.)

 

12.png.8fed064dcdb9f8d98f2911f23301c0a3.png

 

After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys.

in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding.

 

Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing).

 

11.png.352d7da891a60e461f21e8f06d39f692.png

 

Import to Unreal Engine, check "Import Morph Targets".

 

13.png.0aeae8bcd345b568fc49b28b80edb948.png

 

Morph Targets are working fine in the preview window.

 

14.png.429df67a33525b4f3cb6e013abb972e7.png

 

The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets.

 

1223730_3.png.a200ab41edad4ed26bcd03ac19f2459a.png

 

tada-!

Hope we gonna see some good stuff. or better/faster/automated procedure.

 

Great tutorial It's working very well for me, I will share my results in a few minutes on mod request topic

Link to comment
1 hour ago, kamuey said:

I have an error when i try to pak my folder

 

"Invalid Number of parameters"

 

It gives me an file in pak folder but the size 1kb and if i put it in the game it crashes

 

What does the error mean?

INvalid.png

probably because you have a space in the path G:\Tom Paks\...

 

Try this and let me know if it works

 

u4pak_TOM.zip

Link to comment
20 hours ago, wutdahax said:

I don't know what to tell you...

 

maybe try using UnrealPak.exe that comes with the engine?

 

 

 

This method works.

 

Insteall Unreal Engine through the Epic Games Launcher.

The command is

 

"C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\Win64\UnrealPak.exe" "C:\ToMModding\Trials of Mana-WindowsNoEditor.pak" -Extract C:\TomMModding\unpak

UnrealPak.exe [path of file to extract] -Extract [Extract Directory]

 

 

I'm left with a lot of files.

 

.uasset

.uexp

 

These look interesting for starter,

 

How do I edit them? And are .uasset files only graphics?

 

image.png.d868a53acf697f053386a0b3dc1596c9.png

 

 

Apparently the only way to do so is through an HEX editor,

 

Trying to see if I can import them in UE4...

 

 

 

 

Link to comment
14 minutes ago, Nameraca said:

This method works.

 

I'm left with a lot of files.

 

.uasset

.uexp

 

These look interesting for starter,

 

How do I edit them? And are .uasset files only graphics?

 

.uasset contains information about the asset

.uexp is the asset

 

They can be any type of file; datatable, image, mesh, sounds, movies...

 

These are cooked in UE4 for distribution in the pak file. They are optimised for game performance and not meant to be edited. You can open them in a text editor or hex editor and try changing things to see what happens. I would start with the .uasset file and see what's inside first. Good luck!

Link to comment
8 minutes ago, wutdahax said:

 

.uasset contains information about the asset

.uexp is the asset

 

They can be any type of file; datatable, image, mesh, sounds, movies...

 

These are cooked in UE4 for distribution in the pak file. They are optimised for game performance and not meant to be edited. You can open them in a text editor or hex editor and try changing things to see what happens. I would start with the .uasset file and see what's inside first. Good luck!

 

Ah, I see. I may be on a wild goose chase then.

 

image.png.fafe09463dd5711f2feadd0ae8a0ca84.png

 

image.png.e2c9aa086c51ce74967621338b8860e7.png

 

 

If there's nothing to edit...

 

Interestingly, all the movie are here in .mp4 format, no sound, no subs, since it's overlayed by the game (localization & such).

 

image.png.ebd365b8639cd48acb8e20b46a78c8fd.png

Link to comment
8 hours ago, oscateexor said:

  

Ok, I went plan B. Modified umodel.exe

 

umodel_morph.zip 866.42 kB · 33 downloads


I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets.

 

  Reveal hidden contents

 

I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process.

This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models".

 

1.png.b63efd659a4ccc456f2d7122e18d8d12.png

 

This will export a number of models as much as it has MorphTargets + 1 (the original model).

 

2.png.1c10cea478e9ea7943fc036e38241ded.png

 

Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3)

 

3.png.5de2caf43d36a31ff627001aeb65e83a.png

 

The order matters. You don't have to rename submeshes (not yet).

 

4.png.1d69673f41e6adb8d1504312338031c3.png

 

Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel.

 

5.png.c110478aad90b0f1657b953b1eba8ffb.png

 

Ctrl click - Select all armatures, from bottom to top.

 

6.png.8bf51abf4edfac78d9e74a4e577889b8.png

 

With main focus on the original "armature", click the down arrow and select "Join as Shapes".

This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) 

 

7.png.17e81dd20933d3f6847dfceab215381e.png

 

Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly.

 

8.png.23a9a59bfa91f9a92afe6e073421d82e.png

 

Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo")

(yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.)

If you put the wrong name (Sike!), it doesn't work in the game.

 

9.png.f155817002962420c69e22585c4cd760.png

 

Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.)

 

12.png.8fed064dcdb9f8d98f2911f23301c0a3.png

 

After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys.

in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding.

 

Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing).

 

11.png.352d7da891a60e461f21e8f06d39f692.png

 

Import to Unreal Engine, check "Import Morph Targets".

 

13.png.0aeae8bcd345b568fc49b28b80edb948.png

 

Morph Targets are working fine in the preview window.

 

14.png.429df67a33525b4f3cb6e013abb972e7.png

 

The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets.

 

1223730_3.png.a200ab41edad4ed26bcd03ac19f2459a.png

 

tada-!

Hope we gonna see some good stuff. or better/faster/automated procedure.

 

 

Good job!  I'll give it a try.

Link to comment
9 hours ago, wutdahax said:

Make sure you name and move your textures correctly and then dont include them in your pak. That will make your pakd skeletal mesh try to load your material from the location where you put them and find the original materials instead.

Oh, I meant I was trying to JUST mod textures without even touching the 3d models, but editing the texture files and making a new pak wasn't doing anything, so I'll try some model edits instead. I was trying not to dive in as deeply, but hey, the water looks nice!

Link to comment
49 minutes ago, koechophe said:

Oh, I meant I was trying to JUST mod textures without even touching the 3d models, but editing the texture files and making a new pak wasn't doing anything, so I'll try some model edits instead. I was trying not to dive in as deeply, but hey, the water looks nice!

Editing only textures is possible, even without touching the materials (in fact we are not totally sure on the material graph so it's not possible to fully recreate the materials yet)

 

You can skip everything to do with Blender in the tutorial, but you still have to put them in UE4 in the correct folders and package project, then put your uasset textures in a pak.

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************

 

Guys's the mods are getting too cluttered and spread out. Its hard to identify a released mod or a pre release version. Please add a "Released mod" tag when your file is ready to work. Would really be appreciated. We need to find a better way to organize the released mods

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9 hours ago, wutdahax said:

Editing only textures is possible, even without touching the materials (in fact we are not totally sure on the material graph so it's not possible to fully recreate the materials yet)

 

You can skip everything to do with Blender in the tutorial, but you still have to put them in UE4 in the correct folders and package project, then put your uasset textures in a pak.

 

I have some experience editing textures, what I have no idea is how to find/extract them and replace them.

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