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How to put your new textures in the game
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Welcome to the third and final part of the tutorial. In this section we focus on how to use Paint.NET
and the Telltale Texture Tool
! In this tutorial, we will try to mod Clementine's Season 2 hat in The Walking Dead: The Telltale Definitive Series.
Important
Make sure you have read the application guide!
Make sure you have read the prelude!
We use Paint.NET
and Telltale Texture Tool v2.5.0
for this part of the tutorial, so make sure you have them downloaded and installed.
Open your converted file in Paint.NET
or another editor by your choice.
Edit it however you like, the freedom is yours. In my case, I replaced the 'D' with an oddly suspicious astronaut.
If you try to open DDS
or TGA
with mips, GIMP
and Photoshop
will ask you if you want to load them or not. I usually recommend not doing that, because you will generate new ones.
On Paint.NET
go to File
-> Save As
and choose your preferred file type.
For PNG
, the options do not matter, however you will have to make sure you have checked some checkboxes in Advanced Options
.
For DDS
:
A window with advanced options will appear. The most important options are the surface format and the mip generation. I would personally stick to the following formats:
-
BC1 sRGB
orBC1 Linear
(depending on the original texture's color space) for textures without any transparency. -
BC3 sRGB
orBC3 Linear
(depending on the original texture's color space) for textures with transparency.
BC1
and BC3
are compression formats which reduce the size of your image. However, the texture quality will drop. In that case use:
-
R8G8B8A8 Linear
orR8G8B8A8 sRGB
(depending on the original texture's color space). This format works for every single Telltale game and platform.
Enable mip generation if the original texture had them.
Save the file the same directory where you store the JSON
files.
Tip
This article contains additional information regarding surface formats.
Note
Upscaling/downscaling textures is possible.
In this case I select BC1 (Linear, DXT1)
and generate mips.
Warning
After you saved the texture, make sure it is in the same place with its JSON
file. Otherwise, an error would appear.
Let's go back to the Telltale Texture Tool and reselect our new textures.
Cool, the textures look OK.
For PNG
, Select Advanced Options
-> Generate Mips
-> Automatic
. It should look like this:
Alright, let's convert!
Perfect! It looks like it was saved correctly! Let's put it in the game!
Copy the modified D3DTX file and put it inside the game's directory.
Note
The game will prioritize loading the new files rather than the ones in the game archives.
Tip
If you want to put the texture inside a TTARCH, check out this somewhat-outdated wiki.
Here's how mine looks:
It works! You may notice that the 'D' outline is still present on the hat. That is because there is another texture called sk56_clementine200_hair_detail.d3dtx containing that outline. If you want to get rid of the 'D', you have to edit that texture as well.
Read here about all texture types.
That's it! If you encounter any issues either report them by or read this page about troubleshooting, which utilizes Telltale Inspector.
If you want to practice, find the detail texture that I mentioned above. Try to apply all the used steps from the whole tutorial. Here are my results:
Original Detail Texture | Edited Detail Texture |
---|---|
- Prelude (0/3)
- How to find and extract textures (1/3)
- How to use Telltale Texture Tool (2/3)
- How to put the textures in the game (3/3)