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Working with directories
Contents
To keep things organized and make it easier to keep track of what we're doing create a new directory elsewhere on your drive, some place where you expect to work on the modded files, and within it create two sub-directories: Original
and Modded
.
Note: it's important to place these directories not too deep in the drive (ie: within too many existing sub-directories), since when modding there can be a lot of nested directories when unpacking files, and Windows File Explorer only supports a maximum path depth of 260 characters. If you create your main modding directory too deep in the drive at worst you may experience some files silently fail to unpack/re-pack correctly.
After that, within the directory named Original
, manually re-create the structure that the files we identified in the last section were contained within originally, starting from Assets
all the way down, with empty sub-directories. Then copy the files we identified into the matching locations within our newly created structure.
We'll now unpack the FPK file contained in the Original
directory, since we only want the FMDL model file that it contains in addition to its directory structure:
- Unpack
col_common_tpp.fpk
by dragging and dropping the file on GzsTool.exe. - Within the newly unpacked
col_common_tpp_fpk
sub-directory delete all the other directories and files besidesAssets\tpp\item\cbx\Scenes\cbx0_main1_def.fmdl
. - Also delete the
col_common_tpp.fpk.xml
that was created beside the unpacked FPK directory, and thecol_common_tpp.fpk
we used to unpack since they're no longer needed.
We can now copy the model and its directory structure into the Modded
directory we created:
- Navigate all the way back up to
Original\Assets\tpp\
and copy thepack
directory (which contains the FMDL file deep within it). - Navigate up again this time to the
Modded
directory and within it create the following directories:Assets\tpp
. - Inside
tpp
paste thepack
directory you had copied fromOriginal
.
Great! On to the next step.
It's time to chose the 'custom' part of the texture path!
In the copy of Assets
within the Modded
directory think of a directory structure you'd like your texture to use. It can have your own unique structure, or can be based on the original texture path with something like custom text appended to the filename (eg: _mod
).
For this guide I'll be using the following custom directory structure. It's here that I'll be saving the re-textured FTEX files in the next step.
Assets\Mods\choc\SupplyBoxVariants\
Only a couple rules are necessary for a custom texture path:
- The modded file must be contained inside
Assets
. Anywhere is fine, just needs to be within it. - The path/filename must only contain alphanumeric characters (A-Z, 0-9) with no spaces, only underscores.
Note: if the original texture isn't contained within
Assets
but located within the root directory (the directory one up), you would still need to place the modded version somewhere withinAssets
, even if it's just directly within it.
Next we'll create the re-texture itself!
General
Re-texture guide