09-25-2017, 01:23 PM
(This post was last modified: 09-25-2017, 05:42 PM by UncleFestor.)
Here's a toolset I created to help with modding. Thanks to Aluigi for the Decryptor & help with the script functions.
GGXrd Rev 2 Modding ToolSet
How to use unpacker:
1.) Extract Contents
2.) Place files you want to mod in the "Encrypted_Files" folder
3.) Double-Click on "Decrypt Files"
It will decrypt, decompress & extract contents of all files located in the "Encryppted_Files" Folder and create 3 new folders. Decrypted_Files, Unpacked, & Extracted. For those that want to poke around the files you'll want to look at the Extracted folder it's where you'll find your UE3 Tables. The Unpacked folder contains all the decrypted & decompressed files, which is what you'll need to work with.
So the files are packed similarly to MKX & Tekken 7. Meaning we need to work on MipMaps individually. Textures are either DXT5 or DXT1. If the main texture contains an Alpha Channel it's DXT5 otherwise it's DXT1. You can verify which one by opening the extracted dds in a hex viewer. You'll need to Photoshop Action file used for Tek7 & MKX to make editing the MipMaps easier. Remeber to always same each texture WITHOUT mips.
How to use Texture exporter:
1.) Place the "Unpacked" costume file you want to mod in the "Input" Folder.
2.) Double-Click "1_Export_GGXrd_Textures"
3.) There will be 2 new Folders "Texture" & "Output"
4.) Modify the Textures & Corresponding MIPS
5.) Navigate to the Scripts Folder & open "inject.bms" in a text editor
6.) Goto Line 7 & edit where it says: "CHP_MAT_0101_SF" // <------- change this Change the filename contained in Quotes to whatever filename you're working on. Save the file.
7.) Double-Click "2_Inject_GGXrd_Textures"
8.) Navigate to the output folder and you'll see your new file.
This exporter script correctly extracts all files, and attempts to input DXT format, however, because NameTable entries can differ, and I don't know how to have the script read the information contained in a different file, Not all textures will have correct DXT format in Header. Some might be labeled as DXT1 but should be DXT5 (Texture will appear with lines running through it) BUT, you can easily open it in a hex editor and change it from DXT1 to DXT5). And then save it as such, along with its corresponding Mips.
The Decryption script doesn't decrypt all files. I'll see if Aluigi can fix that.
EDIT 2:
So, not every file is encrypted. I updated the toolset with a new Decryption script by Aluigi and a new bat file. Now after the decryption is run. it pauses. If the file was not encrypted it tells you immediately. So simply move the file from the encrypted folder to the Decrytped_Files folder and press any key in the cmd window to continue with the process.
If it proceeded with the decryption process, then just press any key when prompted.
GGXrd Rev 2 Modding ToolSet
How to use unpacker:
1.) Extract Contents
2.) Place files you want to mod in the "Encrypted_Files" folder
3.) Double-Click on "Decrypt Files"
It will decrypt, decompress & extract contents of all files located in the "Encryppted_Files" Folder and create 3 new folders. Decrypted_Files, Unpacked, & Extracted. For those that want to poke around the files you'll want to look at the Extracted folder it's where you'll find your UE3 Tables. The Unpacked folder contains all the decrypted & decompressed files, which is what you'll need to work with.
So the files are packed similarly to MKX & Tekken 7. Meaning we need to work on MipMaps individually. Textures are either DXT5 or DXT1. If the main texture contains an Alpha Channel it's DXT5 otherwise it's DXT1. You can verify which one by opening the extracted dds in a hex viewer. You'll need to Photoshop Action file used for Tek7 & MKX to make editing the MipMaps easier. Remeber to always same each texture WITHOUT mips.
How to use Texture exporter:
1.) Place the "Unpacked" costume file you want to mod in the "Input" Folder.
2.) Double-Click "1_Export_GGXrd_Textures"
3.) There will be 2 new Folders "Texture" & "Output"
4.) Modify the Textures & Corresponding MIPS
5.) Navigate to the Scripts Folder & open "inject.bms" in a text editor
6.) Goto Line 7 & edit where it says: "CHP_MAT_0101_SF" // <------- change this Change the filename contained in Quotes to whatever filename you're working on. Save the file.
7.) Double-Click "2_Inject_GGXrd_Textures"
8.) Navigate to the output folder and you'll see your new file.
This exporter script correctly extracts all files, and attempts to input DXT format, however, because NameTable entries can differ, and I don't know how to have the script read the information contained in a different file, Not all textures will have correct DXT format in Header. Some might be labeled as DXT1 but should be DXT5 (Texture will appear with lines running through it) BUT, you can easily open it in a hex editor and change it from DXT1 to DXT5). And then save it as such, along with its corresponding Mips.
The Decryption script doesn't decrypt all files. I'll see if Aluigi can fix that.
EDIT 2:
So, not every file is encrypted. I updated the toolset with a new Decryption script by Aluigi and a new bat file. Now after the decryption is run. it pauses. If the file was not encrypted it tells you immediately. So simply move the file from the encrypted folder to the Decrytped_Files folder and press any key in the cmd window to continue with the process.
If it proceeded with the decryption process, then just press any key when prompted.