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40 changes: 22 additions & 18 deletions Docs/tutorial_part1/tutorial_part_1.md
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## [Home](/wiki/home.md)
## [Home](/Docs/home.md)

# How to find and extract textures

#### 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)

> [!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.
---

### 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**.

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)

----

## 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)

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**.

![p1_3](/wiki/tutorial_part1/p1_3.png)
![p1_3](/Docs/tutorial_part1/p1_3.png)

Click on **Open** or **double click**.

---
## 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)

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)

![p1_5](/Docs/tutorial_part1/p1_5.png)

---
## Step 4/4 - Extracting the textures

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.

> [!TIP]
> Don't want to see **.d3dmesh** files? The **View** button acts like a filter.
Click **View** and choose **.d3dtx**.

> 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.

![p1_6](/wiki/tutorial_part1/p1_6.png)

# 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)

# 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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87 changes: 48 additions & 39 deletions Docs/tutorial_part2/tutorial_part_2.md
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## [Home](/wiki/home.md)
## [Home](/Docs/home.md)

# How to use Telltale Texture Mod Tool
# How to use the Telltale Texture Tool

#### 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)

#### 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)

---
## 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`.

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)

> 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

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.

> 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.

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`.

![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)

---
## Step 4/4 - Verifying the DDS texture
## Step 4/4 - Verifying the outputted texture

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`.

> 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!

![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)

More can come in the future!
### PNG
![p2_5](/Docs/tutorial_part2/p2_5.png)

![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)

# 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)
59 changes: 32 additions & 27 deletions Docs/tutorial_part3/tutorial_part_3.md
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## [Home](/wiki/home.md)
## [Home](/Docs/home.md)

# How to edit using Paint.NET and how to convert back to D3DTX
# How to edit using Paint.NET and convert back to D3DTX

#### Welcome to the third part of the tutorial on how to make a texture mod for Telltale's games. In this section we focus on how to use Paint.NET and 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.md)
#### [Make sure you read the prelude before we begin!](/wiki/articles/tutorial_prelude.md)
#### Welcome to the third part of the tutorial on how to make a texture mod for Telltale's games. In this section we focus on how to use Paint.NET and the Telltale Texture Tool! In this tutorial, we will try to mod Clementine's Season 2 hat in The Walking Dead: The Telltale Definitive Series.

#### We use **Paint.NET and Telltale Texture Mod Tool** for this part of the tutorial, so make sure you have them downloaded and installed.
> [!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 `Paint.NET` and `Telltale Texture Tool v2.5.0` for this part of the tutorial, so make sure you have them downloaded and installed.
---

## Step 1/4 - Editing the DDS
## Step 1/4 - Editing the outputted texture

Open the file in Paint.NET or the editor you prefer to work with.
Open your converted file in Paint.NET or another editor by your choice.

Edit it however you like, the freedom is yours. In my case, I replaced the 'D' with an oddly suspicious astronaut.

If you try to open it with GIMP or Photoshop, it will ask you if you want to load the mipmaps or not. I usually recommend **not** doing that, since:
- You will generate new ones.
- It will add a lot of layers in your editor, which you do not need.
If you try to open `DDS` or `TGA` with mips, `GIMP` and `Photoshop` will ask you if you want to load them or not. I usually recommend **not** doing that, because, you will generate new ones.

![p3_1](/wiki/tutorial_part3/p3_1.png)
![p3_1](/Docs/tutorial_part3/p3_1.png)

---

## Step 2/4 - Saving the DDS
## Step 2/4 - Saving the new texture

On Paint.NET go to **File** -> **Save As** -> Select **Direct Draw Surface (DDS)** option from below.
Try to save it in the same directory with its **JSON**.
On Paint.NET go to `File` -> `Save As` and choose your preferred file type.

Now comes the fun part - in every single DDS editor a similar window will appear. The most important options are the surface format and whether or not you should generate mipmaps.
For `PNG`, the options do not matter, however you will have to enable one option from the Telltale Texture Tool.

For `DDS`:

A window with advanced options will appear. The most important options are the surface format and the mip generation. You can select the surface format by your choice with one caveat: or
The mip generation depends on if the original texture had them or not.

Save the file the same directory where you store the `JSON` files.

> For surface format you have 2 options:
> - Save it as the same one displayed on your image properties.
> - Use this [wiki](/wiki/articles/surfaces.md) to determine which option to choose. Changing surface formats **is possible** with the latest converter.
> - Use this [wiki](/Docs/articles/surfaces.md) to determine which option to choose. Changing surface formats **is possible** with the latest converter.
> Warning: If the original D3DTX had more than 1 mipmap, **select** the **Generate Mip Maps** option. Do not worry if the mipmaps are less or more than the original, that's **OK**.
> Note: Upscaling/downscaling textures **is possible**.
In this case I will choose **BC1 (Linear, DXT1)**, also known as simply **BC1** or **DXT1**, for surface format and check **Generate Mip Maps** to...generate mipmaps.

![p3_2](/wiki/tutorial_part3/p3_2.png)
![p3_2](/Docs/tutorial_part3/p3_2.png)

---
## Step 3/4 - Converting the modified DDS into D3DTX
Expand All @@ -52,12 +57,12 @@ In this case I will choose **BC1 (Linear, DXT1)**, also known as simply **BC1**
Let's go back to the Telltale Texture Mod Tool and reselect the DDS.

![p3_3](/wiki/tutorial_part3/p3_3.png)
![p3_3](/Docs/tutorial_part3/p3_3.png)

##
Cool, it looks like the **DDS** was saved correctly. Now select **d3dtx** from the **Convert Options** and convert. Let's see the **D3DTX**.
###
![p3_4](/wiki/tutorial_part3/p3_4.png)
![p3_4](/Docs/tutorial_part3/p3_4.png)

###
Perfect! It looks like it was saved correctly! Let's put it in the game!
Expand All @@ -67,19 +72,19 @@ Perfect! It looks like it was saved correctly! Let's put it in the game!

Copy the **modified D3DTX** file and put it inside the game's directory.
> Note: The game will prioritize loading the new files rather than the ones in the game archives.
> Optional: If you want to put the texture inside a TTARCH, check out this somewhat-outdated [wiki](/wiki/articles/embed_ttarch.md).
> Optional: If you want to put the texture inside a TTARCH, check out this somewhat-outdated [wiki](/Docs/articles/embed_ttarch.md).
It should look something like this.

![p3_5](/wiki/tutorial_part3/p3_5.png)
![p3_5](/Docs/tutorial_part3/p3_5.png)

# Let's test it!

[<img src="/wiki/tutorial_part3/ingame_sh1.png" width=800>](/wiki/tutorial_part3/ingame_sh1.png) [<img src="/wiki/tutorial_part3/ingame_sh2.png" width=800>](/wiki/tutorial_part3/ingame_sh2.png)
[<img src="/wiki/tutorial_part3/ingame_sh3.png" width=800>](/wiki/tutorial_part3/ingame_sh3.png)
[<img src="/wiki/tutorial_part3/ingame_sh1.png" width=800>](/Docs/tutorial_part3/ingame_sh1.png) [<img src="/wiki/tutorial_part3/ingame_sh2.png" width=800>](/Docs/tutorial_part3/ingame_sh2.png)
[<img src="/wiki/tutorial_part3/ingame_sh3.png" width=800>](/Docs/tutorial_part3/ingame_sh3.png)

It works! You may notice that the 'D' outline is still present on the hat. That is because there is another texture called **sk56_clementine200_hair_detail.d3dtx** containing that outline. If you want to get rid of the 'D', you have to edit that texture as well.
> ##### Read [here](/wiki/articles/textures.md#navigation) about all texture files.
> ##### Read [here](/Docs/articles/textures.md#navigation) about all texture files.
### That's it! If you encounter any issues either report them by or read this page about troubleshooting, which utilizes Telltale Inspector.
# Happy Modding!
Expand All @@ -89,7 +94,7 @@ It works! You may notice that the 'D' outline is still present on the hat. That

| Original Detail Texture | Edited Detail Texture
:-------------------------:|:-------------------------:
![fr1](/wiki/tutorial_part3/final_result1.png) | ![fr2](/wiki/tutorial_part3/final_result2.png)
![fr1](/Docs/tutorial_part3/final_result1.png) | ![fr2](/Docs/tutorial_part3/final_result2.png)

### Final result:
[<img src="/wiki/tutorial_part3/final_result3.png" width=800>](/wiki/tutorial_part3/final_result3.png) [<img src="/wiki/tutorial_part3/final_result4.png" width=800>](/wiki/tutorial_part3/final_result4.png)
[<img src="/Docs/tutorial_part3/final_result3.png" width=800>](/Docs/tutorial_part3/final_result3.png) [<img src="/Docs/tutorial_part3/final_result4.png" width=800>](/Docs/tutorial_part3/final_result4.png)

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