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## [Home](/wiki/home.md) | ||
## [Home](/Docs/home.md) | ||
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# How to find and extract textures | ||
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#### Welcome to the first part of the tutorial on how to make a texture mod for Telltale's games. In this section we focus on how to find and extract the textures needed for your mods! In this tutorial, we will try to mod Clementine's Season 2 hat in The Walking Dead: The Telltale Definitive Series. | ||
#### [Make sure you read the prelude before we begin!](/wiki/articles/tutorial_prelude.md) | ||
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> [!IMPORTANT] | ||
> Make sure you read the [prelude](/Docs/articles/tutorial_prelude.md) before we begin! | ||
#### We use **Telltale Explorer** for this part of the tutorial, so make sure to download it. | ||
--- | ||
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### Step 1/4 - Locating the textures | ||
Telltale store their files in **TTARCH/TTARCH2** files also know as **Telltale archives**, which we can open with Telltale Explorer. Now the question remains - which? Luckily, Telltale has good naming conventions. | ||
Check [this](/wiki/articles/textures.md#where-are-the-textures-stored) article to get to know what each archive contains. For now, let's focus on those which finish with **txmesh**. | ||
Check [this](/Docs/articles/textures.md#where-are-the-textures-stored) article to get to know what each archive contains. For now, let's focus on those which finish with **txmesh**. | ||
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Here is an example of how TWD:TTDS directory looks like. | ||
![p1_1](/wiki/tutorial_part1/p1_1.png) | ||
![p1_1](/Docs/tutorial_part1/p1_1.png) | ||
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---- | ||
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## Step 2/4 Opening the archives | ||
After you somewhat know where to search, run **TelltaleExplorer.exe**. | ||
It should look like this: | ||
![p1_2](/wiki/tutorial_part1//p1_2.png) | ||
![p1_2](/Docs/tutorial_part1//p1_2.png) | ||
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Click on **Open** -> **Open File** at the top left corner and find the game's directory where the archives are stored. | ||
Select your desired archive and open it. In this example we are opening **WDC_pc_WalkingDead201_txmesh.ttarch2**. | ||
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![p1_3](/wiki/tutorial_part1/p1_3.png) | ||
![p1_3](/Docs/tutorial_part1/p1_3.png) | ||
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Click on **Open** or **double click**. | ||
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--- | ||
## Step 3/4 - Finding the right textures | ||
After you opened the archive, it should look like this. | ||
> Check [this](/wiki/articles/textures.md#how-to-recognize-the-type-of-the-texture-and-where-its-used) section to know how to recognize the files. | ||
> Check [this](/Docs/articles/textures.md#how-to-recognize-the-type-of-the-texture-and-where-its-used) section to know how to recognize the files. | ||
![p1_4](/wiki/tutorial_part1/p1_4.png) | ||
![p1_4](/Docs/tutorial_part1/p1_4.png) | ||
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For this tutorial I am extracting **sk56_clementine200_hair.d3dtx**. | ||
It stands for "skeleton height (56), Clementine's model, her hair texture with a hat. | ||
![p1_5](/wiki/tutorial_part1/p1_5.png) | ||
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![p1_5](/Docs/tutorial_part1/p1_5.png) | ||
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--- | ||
## Step 4/4 - Extracting the textures | ||
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When you select the texture you want to edit, click on **Save** -> **Save as Raw**. | ||
Choose a folder on your preference (it is a good idea to be empty) and save it. | ||
> Tip: Don't want to see **.d3dmesh** files? The **View** button acts like a filter. | ||
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> [!TIP] | ||
> Don't want to see **.d3dmesh** files? The **View** button acts like a filter. | ||
Click **View** and choose **.d3dtx**. | ||
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> Tip: Want to save all files? | ||
> [!TIP] | ||
> Want to save all files? | ||
> Clicking on Save All Files will give you some options. | ||
> - **Save all (raw dump)** - Save all files from the archive. | ||
> - **Save all visible files (raw dump)** - Like Save all (raw dump), but with an applied filter. | ||
> Tip: Want to find a specific texture? | ||
Use the search option in the top right corner. | ||
>> Note: it doesn't work with filters. | ||
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![p1_6](/wiki/tutorial_part1/p1_6.png) | ||
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# Congratulations, you can now locate and extract the right textures! [You can now go to Part 2!](/wiki/tutorial_part2/tutorial_part_2.md) | ||
> [!TIP] | ||
> Want to find a specific texture? Use the search option in the top right corner. | ||
![p1_6](/Docs/tutorial_part1/p1_6.png) | ||
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# Congratulations, you can now locate and extract the right textures! [You can now go to Part 2!](/Docs/tutorial_part2/tutorial_part_2.md) |
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## [Home](/wiki/home.md) | ||
## [Home](/Docs/home.md) | ||
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# How to use Telltale Texture Mod Tool | ||
# How to use the Telltale Texture Tool | ||
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#### Welcome to the second part of the tutorial on how to make a texture mod for Telltale's games. In this section we focus on how to use the Telltale Texture Mod Tool! In this tutorial, we will try to mod Clementine's Season 2 hat in The Walking Dead: The Telltale Definitive Series. | ||
#### [Make sure you read the application guide before we begin!](/wiki/application_guide/application_guide.md) | ||
#### [Make sure you read the prelude before we begin!](/wiki/articles/tutorial_prelude.md) | ||
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#### We use **Telltale Texture Mod Tool** for this part of the tutorial, so make sure to download and extract it. | ||
> [!IMPORTANT] | ||
> Make sure you have read the [application guide](/Docs/application_guide.md)! | ||
> | ||
> Make sure you have read the [prelude](/Docs/articles/tutorial_prelude.md)! | ||
> | ||
> We use `Telltale Texture Tool v2.5.0` for this part of the tutorial, so make sure to download and extract it. | ||
--- | ||
## Step 1/4 - Launching Telltale Texture Mod Tool | ||
Run the **Telltale_Texture_Mod_Tool.exe**. It should look like this: | ||
![p2_1](/wiki/tutorial_part2/p2_1.png) | ||
## Step 1/4 - Launching Telltale Texture Tool | ||
Run `TelltaleTextureTool.exe`. It should look like this: | ||
![p2_1](/Docs/tutorial_part2/p2_1.png) | ||
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--- | ||
## Step 2/4 - Opening your Texture Folder | ||
Click on **Open**, it will open a folder browser. | ||
Select the folder where you extracted your **D3DTX** textures and click on **Select Folder**. | ||
When you click on `Open`, a folder browser will appear. | ||
Select the folder where you extracted your `D3DTX` textures and click on `Select Folder`. | ||
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In my case when I open the folder, it will look like this. If not, make sure that you have selected the right folder. | ||
![p2_2](/wiki/tutorial_part2/p2_2.png) | ||
In my case when I open the folder, it will look like this. If not, make sure that you have selected the correct folder. | ||
![p2_2](/Docs/tutorial_part2/p2_2.png) | ||
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> Ignore that the "Convert Options" combobox showing "d3dtx -> dds". It is a minor GUI bug, the option only shows when you select directories only. | ||
--- | ||
## Step 3/4 - Converting textures to DDS | ||
## Step 3/4 - Converting textures to a regular format | ||
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Once you select your folder, the **File Browser** will be populated with your **D3DTX** files. Selecting them will show you are preview on the right side of the app. | ||
Now, let's convert them to **DDS**. | ||
Stick to the **Default** option if the game is from **2013** and onwards. If not, you have to choose some of the **Legacy Versions**. More information [below](/wiki/tutorial_part2/tutorial_part_2.md#legacy-versions). | ||
Once you select your folder, the `File Browser` will be populated with your `D3DTX` files. You can preview them by selecting them. | ||
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> Tip: If you want to save the **DDS** files somewhere else, click on the **Choose Output Directory** checkbox. | ||
> Tip: If you want to convert a whole folder of textures, select the parent directory of that folder, select it and it should have more convert options (for e.g. dds -> d3dtx). | ||
Now, let's convert them to our desired format. Select the format from the `To` combobox. I recommend working with either `DDS`, `PNG` or `TGA` file types. | ||
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For now, we will only click on **Convert**. | ||
> Warning: Once the application finishes converting the **D3DTX** textures, it will generate a **DDS** file and a **JSON** file. **DO NOT DELETE THE JSON FILE!** | ||
Click on `Convert`. | ||
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![p2_3](/wiki/tutorial_part2/p2_3.png) | ||
> [!TIP] | ||
> If you want to save your converted files somewhere else, click on the `Choose Output Directory` checkbox. | ||
> [!TIP] | ||
> If you want to bulk convert (convert all files in a folder), select the folder (their file types are empty), then select the `From` and `To` options. A message will appear if it is successful or not. | ||
> [!WARNING] | ||
> Once the application finishes converting the `D3DTX` textures, it will generate a `JSON` file. **DO NOT DELETE IT!** It contains important information. | ||
![p2_3](/Docs/tutorial_part2/p2_3.png) | ||
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--- | ||
## Step 4/4 - Verifying the DDS texture | ||
## Step 4/4 - Verifying the outputted texture | ||
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Make sure you the image properties between the **D3DTX** and **DDS** file match **(Width, Height, Surface Format, Mipmaps)**. | ||
And you are done! You can now start editing your **DDS** file! | ||
> Tip: You can right click on the file and choose **Open File Explorer** from the context menu. It will open the folder where you have stored the file. | ||
Click on the outputted image. If you used the `DDS` option, make sure the image properties between the `D3DTX` and `DDS` files match, like `Width`, `Height`, `Surface Format` and `Mips`. | ||
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> Note: Remember what the image properties show you. It will be important for Part 3. | ||
You are done! You can now start editing your texture file! | ||
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![p2_4](/wiki/tutorial_part2/p2_4.png) | ||
> [!TIP] | ||
> You can right click on the file and choose `Open File Explorer` from the context menu. It will open the folder where you have stored the file. | ||
## Legacy Versions | ||
The conversion process works in similar ways, but this time you have to "**guess**" the correct Legacy Version. If you **do not**, an error will probably appear OR the texture will look corrupted. | ||
> [!NOTE] | ||
> Remember what the image properties show you. It will be important for Part 3. | ||
Currently verified supported titles: | ||
| Legacy Version | Title | | ||
| --- | --- | | ||
| Legacy Version 1 | The Walking Dead (2012) | ||
| Legacy Version 2 | Jurassic Park (2011) | ||
| Legacy Version 3 | Back to the Future: The Game (2010) | ||
### DDS | ||
![p2_4](/Docs/tutorial_part2/p2_4.png) | ||
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More can come in the future! | ||
### PNG | ||
![p2_5](/Docs/tutorial_part2/p2_5.png) | ||
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![p2_l1](/wiki/tutorial_part2/p2_l1.png) | ||
> [!IMPORTANT] | ||
> For older games: | ||
> | ||
> The conversion process works in similar ways, but this time you two options: | ||
> 1. The `Default` option in the combobox means that the converter will try to recognize the format. This option is reliable, but very slow. The `Legacy Console` checkbox will be checked if the texture is from an older console game. | ||
> 2. You have to select the right game in the `Advanced Options`, otherwise you will be greeted by a lot of errors. | ||
![p2_l1](/Docs/tutorial_part2/p2_l1.png) | ||
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# Congratulations, you can now convert D3DTX textures and edit their DDS variants! [You can now go to Part 3!](/wiki/tutorial_part3/tutorial_part_3.md) | ||
# Congratulations, you can now convert D3DTX textures and edit them! [You can now go to Part 3!](/Docs/tutorial_part3/tutorial_part_3.md) |
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