Hi, Thank you for this guide. I think you could add something about in-game materials. With materials you can add special effects, like glowing/burning with emmisive maps or crystal refraction like Azur's set. Also semitransparent textures require right material, not all materials support alpha channel.
Also there are colorable materials like hair, skin which can be edited via character menu.
The Ranni's ghost hair is even dynamic, it plays an animation while rendering.
Also there are materials for cloth physics(like Malenia's hair) and without cloth support. The wrong material type will kill the cloth physics.
Also the materials have masks in their names, like #64#Hair which can be manipulated in order to show/hide meshes without editing regulation.bin file. I guess the 64 in this case depends on mask 64 in regulation.bin. If to use a material title with no numbers, like "Hair" - it will be visible always.
The material JSONs can be founded in the .flver files of the armor pieces or enemy. FLVEREditor->Materials. For example I found the ice material on the weapon of the Zamor's Hero model in chr folder. The enemy models have own weapons inside their flver files. Just extract the material JSON and apply on your desired mesh by changing the paths to texture dds files.
I guess this info exceeds the limits of the Recolor guide, but at least the glowing effect with emmisive textures may make the recolor even better.
This is excellent stuff! I am aware of materials and what they can do for editing, but I haven’t played around with them myself so I didn’t want to write something I have no knowledge of.
Sorry for late response. I used this emmisive material which I found not intentionally: {"Name":"hair","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c4381]_WP_A_1316_wood.matxml","Flags":532,"Textures":[{"Type":"C_AMSN__Glow_Int__snp_Texture2D_2_AlbedoMap_0","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_0_MetallicMap_0","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_7_NormalMap_4","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_1_EmissiveMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":5}
But it is compatible with enemy(chr) materials and it also doesn't support alpha channel(no transparency).
{"Name":"Ghost_Hair","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c2050]_FC_Ghost_Hair.matxml","Flags":498,"Textures":[{"Type":"C_c2050__Ghost_snp_Texture2D_3_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_4_EmissiveMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_6_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_8_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":19} Here are the Ranni's Ghost hair effect.
{"Name":"Crystal","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c3710]_BD_Crystal.matxml","Flags":706,"Textures":[{"Type":"C_Crystal_NoTransparent__snp_Texture2D_1_AlbedoMap","Path":"c7100_Hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_2__DistortionDepth","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_5_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_7_NormalMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_6_MetallicMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":4} And this is the Crystal effect.
{"Name":"ICE","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c7100]_Ice.matxml","Flags":592,"Textures":[{"Type":"C_Crystal__snp_Texture2D_1_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_2__DistortionDepth","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_3_Mask1Map","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_5_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_7_NormalMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_6_MetallicMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":12} This is the Ice effect.
If to replace the 'chr' material(like C[c7100]_Ice) into armor mesh (p_bd, p_hd, p_lg, ...) it may become invisible in game due to missing vertexBuffers for these meshes. I don't know a way to edit the vertex buffer of the mesh without re-importing it.
I'd like to add that if you're using ModEngine2 you can add your recolored .dcx files to the "mod\parts\" folder while the game is running, and it will update in real time (you just have to swap between armor to update the textures). It saved me so much time when I realized I didn't have to relaunch the game every time, and made the process way more comfortable.
Hmm, just did some testing and the GIMP .DDS plug-in doesn't seem to work anymore. I swear it used to, I remember using GIMP a lot before I got Photoshop. You may be better off using paint.net as I just tried that and it opened the .DDS no problem. It's still a good program, and has an extensive library of plug-ins and extensions. Apply the same rules as explained for Photoshop in the guide: Save as .DDS using BC7 (sRGB, DX11+) and generate mip maps.
Great tutorial! I managed to recolor armors that I wanted, thanks to you!! I was wondering, is there a way to remove certain parts of armour, for an example, the cape on malenia's armor? That would be great if there are any tutorial for this :D
Certainly! It might be more involved than you think, though. Deleting some parts may disable animations like hair or capes moving. Other times, if you delete a part that normally covers skin, it'll become invisible and you'll have to edit the regulation.bin file to re-enable that part of the skin/body to show.
I'm not trying to discourage you, just warning you as those things can happen. You'll need a program called FLVER to edit models, and if you possibly need to edit the regulation.bin file you'll need DSMapStudio or Yapped. They should all be linked in the guide, and if you want even more expertise and quicker answers, the Souls Modding Discord is your best bet. An invite is at the bottom of the Description page and the server is called ?ServerName?.
I answered a similar question below, so I'm going to copy the answer I gave them:
"Can this guide help me to change colors of certain flames or flames in general?"
"I don't think so. It can help you understand how to use basic modding tools, but it doesn't show you specifically where those effects might be located. Special effects and armor sets are in different areas."
Hello, Ive been trying to alter the texture of an armor mod to darken the skin that's showing under the armor, since this armor doesn't preserve the skin texture of my character profile, it just replaces them with a generic white skin tone. The armor has textures files for the cloth and other bits of the armor and I just altered the one that has the skin. I think I did everything correctly and the game launches and it works fine, it just didn't change anything. It looks the exact same... Any ideas what I may have missed?
As far as I'm aware, armor textures don't change skin tone. Unless you're referring to someone else's mod that you're trying to customize? Otherwise just triple check you've done all steps correctly. I've forgotten steps before lol
Hi, I seem to have messed up, can you please advice me on debugging?
I had the Unpacker unpack only parts for Rakshasa armor from the DLC - 2830 LG,BD,HD,AG and so on I changed to color of the albedo parts in Gimp, used the recommended setting when exporting. I believe I maybe didn't flatten the maps. Then I repacked the folders TPF and DCX and so on. Replaced the unpacked DCX files and then patched the game. On startup, my NVidia overlay shows up, and the "glow" from the message then burns into the black screen, increasing it's size and nothing happens.
Basically the game doesn't load, as it seems to have some sort of problem after me patching it. Restoring the game removes the textures obviously and loads fine.
I would HIGHLY recommend using Mod Engine 2 for modding the game. It is much simpler. Unpacker for getting to the base game files like you did, and then Mod Engine 2 for actually applying mods.
I don't think so. It can help you understand how to use basic modding tools, but it doesn't show you specifically where those effects might be located. Special effects and armor sets are in different areas.
I haven’t changed anything so it should be ok. Last time someone had an issue, it was a problem on their end. Something about having Microsoft programs blocked?
Thank you so much for this guide, its been so helpful in my modding journey so far
I was curious if someone may shed some light on why when occasionally saving as a sRGB with intelworks the image comes out significantly darker then the original image, the only work around I have found was to merge layers and export with Nvidia texture tools, but I've run into certain scenarios where I cant merge the layers (using a layer mask from transparency) and flattening the image removes all transparency.
I'm fairly certain that the guide covers your concerns, as I seem to remember reminding people that flattening the image removes transparency and thus shouldn't be done on images with transparency. Images coming out differently than intended when saving them is another thing that should be covered, or at the very least, following the guide will prevent those issues from happening.
Just to clarify, the point I was making about flattening image was not to contradict you or your guide in but to add context to my issue of textures saving darker than intended when saving with Intel Texture Works sRGB compression, my only work-around was either flattening the image (without transparency) or merging layers (with transparency) then savings as a .dds with Nvidia Texture Tools.
I just ran another test, and the source textures from ER do not save darker (when compressing sRGB with Intel Works) but most textures I find elsewhere do. Therefor, I believe the issue I was having was due to me incorrectly compressing the source material, not a bug with Intel Texture works. I think I was compressing textures that originally were not compressed into sRGB to begin with (for example me porting a mod from Skyrim and its textures compress darker because they were not originally compressed with sRGB and Nvidia texture tools recognizes that or simply is incompetent at exporting most sRGB into .dds format).
Also, I have found a work-around for being unable to save textures (with Nvidia Texture Tools) when edited using a "Layer Mask>From Transparency", the trick was to after editing the mask, go to Layer> Layer Mask>Apply Mask, then it's savable :)
Glad you figured it out! I didn't really cover Masking in the guide since it might've been confusing or adding another step when I was trying to keep things simple (even though parts of it got complicated already, like saving or compression!). Applying a Mask would definitely be the final step when working with those :)
Awesome tutorial, not sure if you'll know a fix for my problem but once I've extracted the tpf files, the albedo and normal maps don't work, the metallic is completely fine though. The albedo and normal can't be viewed, converted, nothing, I have no idea why its happening but with the metallic it's compeltely fine. Thanks if you know of a fix! Cheers!
It could be any number of things going wrong. First, I'd ask what program you're using: Photoshop, GIMP, paint.net, etc? Depending on the program and type of image, you might have to open it in a different way or download a plugin/addon. Also make sure whatever program you're using that it's on the most recent version.
115 comments
Thank you for this guide.
I think you could add something about in-game materials.
With materials you can add special effects, like glowing/burning with emmisive maps or crystal refraction like Azur's set. Also semitransparent textures require right material, not all materials support alpha channel.
Here are some examples:
Ice material:
https://staticdelivery.nexusmods.com/mods/4333/images/1215/1215-1653343070-934030436.gif
Crystal material:
https://staticdelivery.nexusmods.com/mods/4333/images/1130/1130-1653346007-1409758138.gif
Burning material:
https://staticdelivery.nexusmods.com/mods/4333/images/1130/1130-1653341757-584818036.png
Ranni's Ghost hair material:
https://staticdelivery.nexusmods.com/mods/4333/images/1273/1273-1653731618-86368340.gif
Glow material:
https://staticdelivery.nexusmods.com/mods/4333/images/921/921-1651018935-1714518963.jpeg
Also there are colorable materials like hair, skin which can be edited via character menu.
The Ranni's ghost hair is even dynamic, it plays an animation while rendering.
Also there are materials for cloth physics(like Malenia's hair) and without cloth support.
The wrong material type will kill the cloth physics.
Also the materials have masks in their names, like #64#Hair which can be manipulated in order to show/hide meshes without editing regulation.bin file. I guess the 64 in this case depends on mask 64 in regulation.bin. If to use a material title with no numbers, like "Hair" - it will be visible always.
The material JSONs can be founded in the .flver files of the armor pieces or enemy. FLVEREditor->Materials.
For example I found the ice material on the weapon of the Zamor's Hero model in chr folder. The enemy models have own weapons inside their flver files. Just extract the material JSON and apply on your desired mesh by changing the paths to texture dds files.
I guess this info exceeds the limits of the Recolor guide, but at least the glowing effect with emmisive textures may make the recolor even better.
One more cool tool to generate great normal maps from images:
https://cpetry.github.io/NormalMap-Online/
Thanks to SLeNd3rMaN23 for showing me this tool. Work very great with stabble diffusion generated textures.
I used this emmisive material which I found not intentionally:
{"Name":"hair","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c4381]_WP_A_1316_wood.matxml","Flags":532,"Textures":[{"Type":"C_AMSN__Glow_Int__snp_Texture2D_2_AlbedoMap_0","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_0_MetallicMap_0","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_7_NormalMap_4","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_AMSN__Glow_Int__snp_Texture2D_1_EmissiveMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":5}
But it is compatible with enemy(chr) materials and it also doesn't support alpha channel(no transparency).
Anyway it is possible to apply any material to an imported mesh via this beautiful tool:
https://github.com/The12thAvenger/FbxImporter/releases
{"Name":"Ghost_Hair","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c2050]_FC_Ghost_Hair.matxml","Flags":498,"Textures":[{"Type":"C_c2050__Ghost_snp_Texture2D_3_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_4_EmissiveMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_6_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_c2050__Ghost_snp_Texture2D_8_AlbedoMap","Path":"c6310_hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":19}
Here are the Ranni's Ghost hair effect.{"Name":"Crystal","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c3710]_BD_Crystal.matxml","Flags":706,"Textures":[{"Type":"C_Crystal_NoTransparent__snp_Texture2D_1_AlbedoMap","Path":"c7100_Hair_a.tif","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_2__DistortionDepth","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_5_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_7_NormalMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal_NoTransparent__snp_Texture2D_6_MetallicMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":4}
And this is the Crystal effect.{"Name":"ICE","MTD":"N:\\GR\\data\\Material\\mtd\\Chr\\matxml\\C[c7100]_Ice.matxml","Flags":592,"Textures":[{"Type":"C_Crystal__snp_Texture2D_1_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_2__DistortionDepth","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_3_Mask1Map","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_5_AlbedoMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_7_NormalMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0},{"Type":"C_Crystal__snp_Texture2D_6_MetallicMap","Path":"","ScaleX":1,"ScaleY":1,"Unk10":0,"Unk11":false,"Unk14":0,"Unk18":0,"Unk1C":0}],"GXBytes":[71,88,48,48,102,0,0,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,127,100,0,0,0,12,0,0,0],"Unk18":12}
This is the Ice effect.If to replace the 'chr' material(like C[c7100]_Ice) into armor mesh (p_bd, p_hd, p_lg, ...) it may become invisible in game due to missing vertexBuffers for these meshes. I don't know a way to edit the vertex buffer of the mesh without re-importing it.
Also here you can see all available materials:
https://docs.google.com/spreadsheets/d/1ZLMO6pYEn-kRcfz524KjSuNP0mnrr7vty5HsRztFWs4/edit#gid=0
And also a super cool tool to see what texture paths are use by the materials:
https://soilskxe.github.io/ER-matbin-js/html/matbinEditor.html
All credits to Aetheragon and his cool helper mod: https://www.nexusmods.com/eldenring/mods/3895?tab=description
Got it from here: https://code.google.com/archive/p/gimp-dds/downloads
I was wondering, is there a way to remove certain parts of armour, for an example, the cape on malenia's armor?
That would be great if there are any tutorial for this :D
I'm not trying to discourage you, just warning you as those things can happen. You'll need a program called FLVER to edit models, and if you possibly need to edit the regulation.bin file you'll need DSMapStudio or Yapped. They should all be linked in the guide, and if you want even more expertise and quicker answers, the Souls Modding Discord is your best bet. An invite is at the bottom of the Description page and the server is called ?ServerName?.
"Can this guide help me to change colors of certain flames or flames in general?"
"I don't think so. It can help you understand how to use basic modding tools, but it doesn't show you specifically where those effects might be
located. Special effects and armor sets are in different areas."
I had the Unpacker unpack only parts for Rakshasa armor from the DLC - 2830 LG,BD,HD,AG and so on
I changed to color of the albedo parts in Gimp, used the recommended setting when exporting. I believe I maybe didn't flatten the maps.
Then I repacked the folders TPF and DCX and so on. Replaced the unpacked DCX files and then patched the game.
On startup, my NVidia overlay shows up, and the "glow" from the message then burns into the black screen, increasing it's size and nothing happens.
Basically the game doesn't load, as it seems to have some sort of problem after me patching it.
Restoring the game removes the textures obviously and loads fine.
Mod Engine 2 on GitHub
I was curious if someone may shed some light on why when occasionally saving as a sRGB with intelworks the image comes out significantly darker then the original image, the only work around I have found was to merge layers and export with Nvidia texture tools, but I've run into certain scenarios where I cant merge the layers (using a layer mask from transparency) and flattening the image removes all transparency.
Any help would be appreciated.
Just to clarify, the point I was making about flattening image was not to contradict you or your guide in but to add context to my issue of textures saving darker than intended when saving with Intel Texture Works sRGB compression, my only work-around was either flattening the image (without transparency) or merging layers (with transparency) then savings as a .dds with Nvidia Texture Tools.
I just ran another test, and the source textures from ER do not save darker (when compressing sRGB with Intel Works) but most textures I find elsewhere do. Therefor, I believe the issue I was having was due to me incorrectly compressing the source material, not a bug with Intel Texture works. I think I was compressing textures that originally were not compressed into sRGB to begin with (for example me porting a mod from Skyrim and its textures compress darker because they were not originally compressed with sRGB and Nvidia texture tools recognizes that or simply is incompetent at exporting most sRGB into .dds format).
Also, I have found a work-around for being unable to save textures (with Nvidia Texture Tools) when edited using a "Layer Mask>From Transparency", the trick was to after editing the mask, go to Layer> Layer Mask>Apply Mask, then it's savable :)
Awesome tutorial, not sure if you'll know a fix for my problem but once I've extracted the tpf files, the albedo and normal maps don't work, the metallic is completely fine though. The albedo and normal can't be viewed, converted, nothing, I have no idea why its happening but with the metallic it's compeltely fine. Thanks if you know of a fix!
Cheers!