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How to put your new textures in the game

Ivan Panayotov edited this page Oct 13, 2024 · 2 revisions
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How to edit using Paint.NET and convert back to D3DTX

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.


Step 1/4 - Editing the outputted texture

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.

p3_1


Step 2/4 - Saving the new texture

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 or BC1 Linear (depending on the original texture's color space) for textures without any transparency.
  • BC3 sRGB or BC3 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 or R8G8B8A8 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.

p3_2


Step 3/4 - Converting the modified texture into D3DTX

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.

DDS

p3_3

PNG

p3_3

Cool, the textures look OK.

For PNG, Select Advanced Options -> Generate Mips -> Automatic. It should look like this:

p3_4

Alright, let's convert!

p3_4

Perfect! It looks like it was saved correctly! Let's put it in the game!


Step 4/4 Putting the texture in-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:

p3_5

Let's test it!

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.

Happy Modding!


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
fr1 fr2

Final result:

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