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Welcome to the DDS-D3DTX-Converter wiki! | ||
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This is the home page containing all the pages and information about the Texture Mod Tool | ||
This is the home page containing all the pages and information about the Texture Mod Tool. If you have trouble understanding, please use an in-built Google Translate. | ||
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### Table of Contents | ||
1. **[Application Guide](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BHelp%5D-Application-Guide)** | ||
2. **[Reporting issues/bugs](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BHelp%5D---Reporting-an-Issue-or-Bug)** | ||
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### Tutorials | ||
1. **[How to make a Texture Mod (Part 1)](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D--How-to-make-a-Texture-Mod-(Part-1))** | ||
2. **[How to make a Texture Mod (Part 2)](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D--How-to-make-a-Texture-Mod-(Part-2))** | ||
1. **[How to make a Texture Mod (Prelude)](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D--How-to-make-a-Texture-Mod-(Part-1))** | ||
2. **[How to make a Texture Mod (Part 1)](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D--How-to-make-a-Texture-Mod-(Part-1))** | ||
3. **[How to make a Texture Mod (Part 2)](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D--How-to-make-a-Texture-Mod-(Part-2))** | ||
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For The Walking Dead Season 1 (2012) and older games texture editing check out [this tutorial.](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D-The-Walking-Dead-Season-1-(and-older-games)-Texture-Editing-Tutorial) |
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## Reporting an Issue/Bug | ||
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Welcome to the Issue/Bug Reporting page for the Texture Mod Tool. This is meant to help guide you on how to report an issue to us. If you happen to come across a bug, or an issue with the Mod Launcher. **Please report the issue here.** | ||
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**Reporting issues allow you to help us improve the application through increased stability and/or more features.** | ||
### What to write when putting an issue | ||
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**PLEASE write in a detailed and concise manner, explaining what the issue/bug is.** | ||
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More importantly, you also need to be able to ***reproduce the error***. You need to be able to reproduce the error that occurs, otherwise, it will be very difficult for us to track down the case in which the error you are receiving happens. If you're able to reproduce it, then be sure to write the clear and concise steps needed to be taken in order for us to recreate the error ourselves and patch it. | ||
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**If this is an issue related to a file, be sure to also upload/attach the file to your issue report.** | ||
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It's also worth noting you should only be reporting issues that relate to this tool only. If there are issues you have with the Mod Launcher, or the Script Editor please report those issues to their respective repositories. | ||
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***The more information you provide us about the bug/issue, the better it is for us to quickly understand, reproduce, and patch the issue.*** |
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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!** | ||
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## [Make sure you read the prelude before beginning. It contains important information.](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/wiki/%5BTutorial%5D-How-to-make-a-Texture-Mod-(Prelude)) | ||
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**Now with that out of the way let's begin.** | ||
We use Telltale Explorer for this part of the tutorial. Make sure to download it. | ||
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## Step 1/9 - Locating the textures | ||
Telltale store their files in **.ttarch/.ttarch2** files also know as **Telltale archives**. We open these archives using Telltale Explorer. Now the question remains - which? Luckily, Telltale has good naming conventions. | ||
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Most textures can be found in the archives ending with **_txmesh**. Additionally, in front of **_txmesh** there is useful data like episode number (for e.g. 202 would mean season 2 episode 2) or Menu, which is related to ui menu content. | ||
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Here is an example of how TWD:DE directory looks like and where .d3dtx files are stored. | ||
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##### Note, textures file can be found in other archives as well, but I am gonna leave it for you to explore them. | ||
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## Step 2/9 Opening the archives | ||
After you have an idea where to look, run TelltaleExplorer.exe. | ||
It should look like this [image of explorer] | ||
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Click on Open and find the game's directory. | ||
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Select your desired archive and open it. | ||
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Click on Open and find the game's directory where the archives are stored. | ||
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## Step 3/9 - Finding the right textures | ||
This looks like a mess, doesn't it? And it is, but it's an organised one. | ||
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Typically *(unless you are an experienced texture artist)* you would only really need to be modifying the **[diffuse textures](https://www.reallusion.com/iclone/help/iclone3/15_multiple_channel_texture_mapping/types_of_maps.htm)**. | ||
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**[Diffuse textures](https://www.reallusion.com/iclone/help/iclone3/15_multiple_channel_texture_mapping/types_of_maps.htm)** are just the raw material/model colors and these textures typically have no suffix after them in their file names like _spec, _ink, _detail, _nm, etc. **For example, sk54_lee_head.d3dtx is a diffuse texture, however sk54_lee_head_spec.d3dtx is a specular texture.** These suffixes indicate and deal with other material properties like the **[specularity](https://www.modding-forum.com/guide/17-diffuse-specular-and-normal-maps/)** of a material, the **[normal/bump map](https://en.wikipedia.org/wiki/Normal_mapping)** of the material, or the ink/black lines on a material. | ||
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![tut1](./wiki/tutorial-screenshots/tut1_old.png) | ||
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![tut2](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/blob/main/tutorial-screenshots/tut2.png) | ||
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![tut3](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/blob/main/tutorial-screenshots/tut3.png) | ||
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## Step 4/9 - 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's a good idea to be empty) and save it. | ||
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### Congratulations, you can now locate and extract the right textures! | ||
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### Tips and tricks | ||
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Telltale Explorer has some good QoL features. | ||
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### The view button acts like a filter. Don't want to see .d3dmesh files? Click "View" and choose .d3dtx. | ||
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### 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 | ||
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### Want to find a specific texture? | ||
Use the search option in the top right corner. | ||
##### Note: it doesn't work with filters. | ||
![tut4](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/blob/main/tutorial-screenshots/tut4.png) | ||
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![tut5](https://github.com/Telltale-Modding-Group/DDS-D3DTX-Converter/blob/main/tutorial-screenshots/tut5.png) | ||
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