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First, I was known as Sectus. And then, well, I ended up here.
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Post by FluffyQuack on Mar 24, 2020 0:50:01 GMT 10
------------ Update: I've made another workflow for doing this which is probably easier. First of all, get latest version of REtool: residentevilmodding.boards.net/thread/10567/pak-tex-editing-tool?page=7&scrollTo=129733Create the texture using whatever method you want (below method works too, though you don't need imagemagick and you can remove the two lines after using CompressatorCLI.exe once), and then run the texture (when it's in its RE Engine format) through "texture-conv-make-small-version.bat". ------------ Most textures in RE3 have two versions: one which is loaded by default, and a higher-res version which is streamed in later. Most modders are replacing both versions with the same resolution texture, which isn't ideal as it could lead to a small performance loss and higher memory footprint. I created a workflow which I feel works well for converting textures to DDS bc7 while also automatically creating a lower res version. So that way it's easier to replace both versions of a texture without manually having to create and convert the second version. This requires two programs: Download those two programs and install them where ever you want. Make a batch file called "convert-to-bc7.bat" with this content: @setlocal enableextensions @pushd %~dp0
H:\apps\picture\compressonatorCLI\bin\CLI\CompressonatorCLI.exe -fd BC7 %1 "%~d1%~p1%~n1.dds" -mipsize 8 H:\apps\picture\ImageMagick-7.0.8-Q16\magick convert %1 -channel RGBA -separate -filter Lanczos -resize 50%% -combine "%~d1%~p1%~n1-small.png" H:\apps\picture\compressonatorCLI\bin\CLI\CompressonatorCLI.exe -fd BC7 "%~d1%~p1%~n1-small.png" "%~d1%~p1%~n1-small.dds" -mipsize 8 del "%~d1%~p1%~n1-small.png"
@popd @pause Note that you'll need to replace the paths to compressonator and ImageMagick in the batch file to where you install the programs. Once this is done, you can drag and drop image files in a lossless format onto the batch file, and it will create two versions: one DDS bc7 file at full resolution, and one DDS bc7 at a lower resolution. This is configured to generate textures with mipmaps down to 8x8 size and the lower res image will be 50%/50% smaller in size, which I'm pretty sure is how it all works in RE3. For converting TEX files to and from DDS, I suggest using REtool: residentevilmodding.boards.net/thread/10567/pak-tex-editing-tool
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Post by alphaz on Mar 24, 2020 16:34:36 GMT 10
Are we sure that the hi-res textures from the "streaming" folder are ever loaded with mods? I have gone my entire RE2 modding career putting my hi-res textures over where the low-res ones were supposed to go -- never including a single streaming folder in any of my mods -- and I have never noticed the texture changing from the modded version. No one who's used any of my mods has ever mentioned the textures changing from the ones I included to overwrite the lower-res textures, either, including with the mods I have so far released for the RE3 demo.
I think there is some kind of mysterious behavior that causes the textures within streaming to never be loaded if the low-resolution base-textures are modded. When hex editing PFB and MDF files to give mods custom filepaths, there is no place to specify where the game should even load a streaming version of a texture. I suppose the game could just be automatically appending "streaming" to the base of the regular filepaths, however. If that's true for textures with modded filepaths, though, the game should be hanging when it tries to load their non-existent streaming textures and fails to find them.
Also, when playing RE2 and RE3 without using mods, I have never actually noticed the textures on the characters be downgraded to their low quality versions. A few times I have used mods that came packaged with 1k resolution textures, and their reduced quality stuck out like a sore thumb compared to the textures in the base game (I only have my textures at 1GB in the graphics settings, too). I suppose maybe it only happens at further camera distances, when the characters are changed to their lower-poly LODs?
Granted, I have not done enough testing of RE3 to feel sure this behavior with streaming folders is the same there.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Mar 25, 2020 2:15:01 GMT 10
Are we sure that the hi-res textures from the "streaming" folder are ever loaded with mods? I have gone my entire RE2 modding career putting my hi-res textures over where the low-res ones were supposed to go -- never including a single streaming folder in any of my mods -- and I have never noticed the texture changing from the modded version. No one who's used any of my mods has ever mentioned the textures changing from the ones I included to overwrite the lower-res textures, either, including with the mods I have so far released for the RE3 demo. I think there is some kind of mysterious behavior that causes the textures within streaming to never be loaded if the low-resolution base-textures are modded. When hex editing PFB and MDF files to give mods custom filepaths, there is no place to specify where the game should even load a streaming version of a texture. I suppose the game could just be automatically appending "streaming" to the base of the regular filepaths, however. If that's true for textures with modded filepaths, though, the game should be hanging when it tries to load their non-existent streaming textures and fails to find them. Also, when playing RE2 and RE3 without using mods, I have never actually noticed the textures on the characters be downgraded to their low quality versions. A few times I have used mods that came packaged with 1k resolution textures, and their reduced quality stuck out like a sore thumb compared to the textures in the base game (I only have my textures at 1GB in the graphics settings, too). I suppose maybe it only happens at further camera distances, when the characters are changed to their lower-poly LODs? Granted, I have not done enough testing of RE3 to feel sure this behavior with streaming folders is the same there. I don't fully understand the behaviour, but I've noticed one example where the streaming version gets loaded even though the non-streaming version is the same size. Here's the example: There are two mods here. The dress and the poster. Both only replace non-streaming textures, but the dress loaded unmodded streaming textures which messes it up, while the poster never loaded the streaming texture. I don't fully understand the logic of how everything works, but I think the safest approach would be the replace the textures the same way as Capcom made them. If the streaming texture doesn't exist at all, then I think it's safe to ignore. I've noticed in the base game that there actually are textures without a streaming version.
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Posts: 176
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Post by archerpz on Mar 25, 2020 4:40:28 GMT 10
I've had (RE2) the streaming texture never load for one texture if I made the low res texture the same res as the streaming one maybe it had to do with the resolution of the texture, could be that the sectionroot texture I replaced was larger than the default resolution of the streaming texture
edit: something everyone probably knows by now but, on low texture settings, only the sectionroot low res textures get loaded
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I WON'T DO ANY REQUESTS AT THE MOMENT
Posts: 555
Original Join Date: Feb 22 2012
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Post by ZERO on Mar 25, 2020 5:36:05 GMT 10
I don't fully understand the behaviour, but I've noticed one example where the streaming version gets loaded even though the non-streaming version is the same size. Here's the example: There are two mods here. The dress and the poster. Both only replace non-streaming textures, but the dress loaded unmodded streaming textures which messes it up, while the poster never loaded the streaming texture. I don't fully understand the logic of how everything works, but I think the safest approach would be the replace the textures the same way as Capcom made them. If the streaming texture doesn't exist at all, then I think it's safe to ignore. I've noticed in the base game that there actually are textures without a streaming version. There are different factors here
But the one you are having is the main
You have to replace the both paths textures and yes main characters have both paths even in the mdfs
main is where the mesh is for in game and it loads some streaming textures now at certain distances and there are a few 4k textures now.
the other textures are at the streaming folder and again since the changes at the mdfs in re 3 now you need to replace both.
when it comes to memory loads is not the mod or the textures (well depending on the high poly of the mod and the resolution of the textures of course) but the demo uses a high amount of memory already and the highest you put your game graphics is going to eat more memory.
now there were a few updates to windows 10 and nvidia graphics cards since RDR2 bun there was an update for the latest yesterday I think.
To those who are suffering this kind of shuttering that looks like lag but is not lag try updating both win 10 and graphics cards drives. (be aware the changes in win 10 will make some tools stop working like re2 hook, over tool and others Why? ask Microsoft lol)
now mdfs from re 3 are different from re 2. Capcom added and removed some stuff.
you can try to add special names to your custom textures I have not tested it yet but that may work
Be aware that this game is darker than re2 and it does not contain wet effects so DEVS increase the level of details and roughness on the normal maps to compensate (Nemesis will look burned down with special textures lol so mods need to be worked around) But jill and the others are fine so far.
Just replace both files and try
have fun mates
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Post by alphaz on Mar 25, 2020 9:27:24 GMT 10
FluffyQuack It isn't working for me, I can only get the first part with compressonator to recognize the image if it is a DDS file exported from Noesis. If it is a RE2/RE3 TEX file or if it is a DDS file saved from Photoshop with RE2's BC7 compression, the file is rejected. But even after compressonator goes through the Noesis DDS file, magick.exe rejects the created file as having an "improper image header" For files saved from Photoshop, compressonator says "Trascoding Error: Compressed source and compressed destination selection is not supported"
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I WON'T DO ANY REQUESTS AT THE MOMENT
Posts: 555
Original Join Date: Feb 22 2012
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Post by ZERO on Mar 25, 2020 12:22:06 GMT 10
FluffyQuack It isn't working for me, I can only get the first part with compressonator to recognize the image if it is a DDS file exported from Noesis. If it is a RE2/RE3 TEX file or if it is a DDS file saved from Photoshop with RE2's BC7 compression, the file is rejected. But even after compressonator goes through the Noesis DDS file, magick.exe rejects the created file as having an "improper image header" For files saved from Photoshop, compressonator says "Trascoding Error: Compressed source and compressed destination selection is not supported" No need to do this mate My bad. After some had on testing I can confirm what alphaz and others in re 2 post said.
If you use the original streaming textures in your mod and put them where the mesh file is you should be ok.
You don't need to put them on streaming anymore. But you need to use the stream ones in your mods. It is all in the header.
However Devs really removed a lot of stuff from the mdfs. Also the mesh file contains more inffo than in re 2.
But ye you don't need stream tex but you need the original streaming texture in your mod not a custom one tough.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Mar 25, 2020 18:49:21 GMT 10
FluffyQuack It isn't working for me, I can only get the first part with compressonator to recognize the image if it is a DDS file exported from Noesis. If it is a RE2/RE3 TEX file or if it is a DDS file saved from Photoshop with RE2's BC7 compression, the file is rejected. But even after compressonator goes through the Noesis DDS file, magick.exe rejects the created file as having an "improper image header" For files saved from Photoshop, compressonator says "Trascoding Error: Compressed source and compressed destination selection is not supported" Try saving the image in a lossless format like PNG. Even if the above worked, using DDS as an intermediate format is not recommended as that means you're encoding to DDS more than once. DDS is a lossy format (unless saved as RGBA variant) so saving to it repeatedly degrades the image quality.
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Post by alphaz on Mar 26, 2020 11:52:16 GMT 10
No need to do this mate My bad. After some had on testing I can confirm what alphaz and others in re 2 post said. If you use the original streaming textures in your mod and put them where the mesh file is you should be ok.
You don't need to put them on streaming anymore. But you need to use the stream ones in your mods. It is all in the header. However Devs really removed a lot of stuff from the mdfs. Also the mesh file contains more inffo than in re 2. But ye you don't need stream tex but you need the original streaming texture in your mod not a custom one tough.
I think you are right, I looked at the "Fancy Dress" mod that FluffyQuack showed that had the flickering, and while the current version has textures both in escape and in streaming, they are all only 341 KB low-resolution textures. All instances I have ever heard of flickering textures seem to involve using low resolution textures. I think that I've never encountered the issue myself because I always replace the low resolution textures with 2K-resolution textures which are normally in the streaming folder, using their 2K-resolution streaming headers.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Mar 27, 2020 1:11:05 GMT 10
No need to do this mate My bad. After some had on testing I can confirm what alphaz and others in re 2 post said. If you use the original streaming textures in your mod and put them where the mesh file is you should be ok.
You don't need to put them on streaming anymore. But you need to use the stream ones in your mods. It is all in the header. However Devs really removed a lot of stuff from the mdfs. Also the mesh file contains more inffo than in re 2. But ye you don't need stream tex but you need the original streaming texture in your mod not a custom one tough.
I think you are right, I looked at the "Fancy Dress" mod that FluffyQuack showed that had the flickering, and while the current version has textures both in escape and in streaming, they are all only 341 KB low-resolution textures. All instances I have ever heard of flickering textures seem to involve using low resolution textures. I think that I've never encountered the issue myself because I always replace the low resolution textures with 2K-resolution textures which are normally in the streaming folder, using their 2K-resolution streaming headers. I was about to say that the dress does have very large textures, but I just looked at them and they are body textures, not for the dress. So is the following how it works? - The game loads default texture
- Once an object with the texture is in close view, the games does a check to see if it should load the streaming texture
- If the ingame texture option is set too low (no idea what setting it would be), the check fails
- If the streaming texture doesn't exist, the check fails
- Or if the default texture is at least a certain size (I'm not sure if that's know. Maybe 1024x1024?), the check fails also
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Post by alphaz on Mar 27, 2020 14:06:45 GMT 10
That makes the most sense to me, after all I've seen
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Post by girlgamer1998 on Mar 28, 2020 0:06:49 GMT 10
Hi. i use REtool for texures and it work but i have a strange problem.the texures are loading but some parts are messed.i test uv's in maya and they were correct but in game dont load well and some parts are missing. idk whats the problem! even the hand texure isnt loading. but in maya they are loading correct! how can i fix this? i used this tutorial : and i tried a lot of ways but they didnt work.
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Gonna give another go at modifying the shotgun sounds.
Posts: 207
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Post by maxwellian01 on Apr 23, 2020 2:15:14 GMT 10
So I was trying to replace the CD textures in Jill's apartment and it causes my game to not load and instant CTD or it will soft lock my game to an infinite loading screen when I start a new game. When I disable my mod, everything works fine. drive.google.com/drive/folders/1SgcTCD5OHLSA6ZvXswFB-g6vgEkDg3NO?usp=sharing this is the file. I'm not sure what I did wrong, I did the hex edit properly (as far as I know) and the file path to the natives is definitely right.
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Post by alphaz on Apr 23, 2020 10:52:23 GMT 10
maxwellian01 Your file sm32_475_es_musiccds01a_a_albm.tex.190820018 is a DDS image. When the game encounters a DDS image that has not been converted to RE2 TEX format, it causes infinite loading.
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Gonna give another go at modifying the shotgun sounds.
Posts: 207
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Post by maxwellian01 on Apr 23, 2020 11:25:55 GMT 10
maxwellian01 Your file sm32_475_es_musiccds01a_a_albm.tex.190820018 is a DDS image. When the game encounters a DDS image that has not been converted to RE2 TEX format, it causes infinite loading. AH! I see, then my Hex Edit didn't work.
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