Saving custom TEX textures with Noesis
Oct 20, 2020 9:45:32 GMT 10
Night Furious, LostField, and 8 more like this
Post by alphaz on Oct 20, 2020 9:45:32 GMT 10
The Noesis MESH plugin has been updated again, this time to allow for the encoding of images in the RE Engine TEX format.
With this feature, modders do not have to use Photoshop to edit their textures, and can save any images saved from any source as their TEX files for their mods.
There is no need for hex editing or RETool to convert images to TEX. Textures can be saved at any resolution
fmt_RE_mesh.py - Download Here
Guide:
You must have Noesis v4434 (Oct 14, 2020) or later, or you will not be able to encode most TEX files.
To install the plugin, put fmt_RE_mesh.py in your Noesis\Plugins\Python folder, and Noesis will become able to preview TEX and MESH files.
Just load any image into Noesis (can be PNG, TGA, JPG, TEX, GIF, or whatever) and say File -> Export, and save the image as the appropriate TEX type for your game (.8, .10, .11, .190820018)
When exporting TEX, you will be prompted to save over an existing TEX file. The new TEX file will be a modded copy of this existing one, so which file you pick determines the type of TEX file that will be created.
Your texture can be any resolution; the exporter will save the correct image dimensions to the new TEX file. If you are exporting a DDS file or TEX file that is already encoded in the TEX image format, the plugin will recognize this and copy the image data instead of re-encoding.
The test image as a working tex.10 file (ALBM type):
The ability for Noesis to export TEX has made my texture workflow faster. These are the steps I take now when working with TEX files:
1. Open the TEX file I want to edit in Noesis
2. File -> Export the texture as Targa TGA (it is lossless and fast)
3. Open the TGA file in Photoshop and edit
4. Ctrl+S to re-save the TGA file from Photoshop
5. Go back to Noesis, refresh, and open the TGA file from the file explorer
6. File -> Export -> .190820018 -> "OK"
7. Rename the new working TEX file appropriately
If you never work on one of the games, you can remove its texture type from the export list by editing the fmt_RE_mesh.py file, and changing whichever of these True's to False's:
With this feature, modders do not have to use Photoshop to edit their textures, and can save any images saved from any source as their TEX files for their mods.
There is no need for hex editing or RETool to convert images to TEX. Textures can be saved at any resolution
fmt_RE_mesh.py - Download Here
Guide:
You must have Noesis v4434 (Oct 14, 2020) or later, or you will not be able to encode most TEX files.
To install the plugin, put fmt_RE_mesh.py in your Noesis\Plugins\Python folder, and Noesis will become able to preview TEX and MESH files.
Just load any image into Noesis (can be PNG, TGA, JPG, TEX, GIF, or whatever) and say File -> Export, and save the image as the appropriate TEX type for your game (.8, .10, .11, .190820018)
When exporting TEX, you will be prompted to save over an existing TEX file. The new TEX file will be a modded copy of this existing one, so which file you pick determines the type of TEX file that will be created.
Your texture can be any resolution; the exporter will save the correct image dimensions to the new TEX file. If you are exporting a DDS file or TEX file that is already encoded in the TEX image format, the plugin will recognize this and copy the image data instead of re-encoding.
The test image as a working tex.10 file (ALBM type):
The ability for Noesis to export TEX has made my texture workflow faster. These are the steps I take now when working with TEX files:
1. Open the TEX file I want to edit in Noesis
2. File -> Export the texture as Targa TGA (it is lossless and fast)
3. Open the TGA file in Photoshop and edit
4. Ctrl+S to re-save the TGA file from Photoshop
5. Go back to Noesis, refresh, and open the TGA file from the file explorer
6. File -> Export -> .190820018 -> "OK"
7. Rename the new working TEX file appropriately
If you never work on one of the games, you can remove its texture type from the export list by editing the fmt_RE_mesh.py file, and changing whichever of these True's to False's: