Tekken 8 General UI Mod Tutorial - CDDTreborn/Tekken-8-Resources GitHub Wiki

UI Texture Replacement Tutorial

Pre-Requisites:

  • Fmodel setup Guide
  • Graphics Editor Software
  • Custom UE setup Guide
  • Patience Guide

Instructions:

  1. Decide what you want to change.

  2. Open Fmodel and find the texture. The majority of textures will be in the Rep_Textures folder. (Polaris/Content/UI/Rep_Texture) Check out the UI Folder Reference list below to help find specific textures.

Frequently Used Texture Locations

  • Customization screen item preview thumbnails: CUS_CH_Item/xxx/
  • Rank (Large and Small): CMN_RNK_S and CMN_RNK_L
  • Custom Art Panels: Makuai_Character_L, Makuai_Character_R, CUS_CH_Item_MakuaiCharacter (Preview Thumbnails)
  • HUD/LifeBar Items will be it's own tutorial
  1. You can preview the images by clicking on them in Fmodel.

Pro-Tip: If you have the space, I recommend downloading the whole folder so you can quickly see what-is-what in File Explorer.

  1. Once you find what you need, right-click and choose Save Texture. Fmodel lets you export in several formats which you can change by going to Settings > Models > Texture Format.

  2. Edit the image any way you wish but be sure to not change the dimensions. It may take some trial and error with the positioning of your design so that it looks right in the game. UE accepts pretty much every format except for dds; the most commonly used are png and tga.

  3. Once your edits are made, import them back into UE. You can use the import button in UE, or drag and drop them into your UE content browser.

They will need to be in the same folder in UE as they are in the game and have the same name. If you do not have the folder structure set up, set it up. Fmodel is a great tool to check if your folder structure is accurate.

  1. Once the image(s) are imported. Double-click them to go into the editor. From my experience the following settings should apply to all UI images:
  • Compression Settings: BC7
  • MipLoadOptions: OnlyFirstMip
  • TextureGroup: UI
  • NeverStream: Checked (true)
  1. Package the mod Guide, load it into your mods folder for Tekken, and test in-game.

UI Folder Reference

  • BP = Battle Pass
  • CH = Character
  • CMD = Command Buttons
  • CMN = Common Items
  • CS = Character Select
  • CUS = Customize Items
  • GA = Gallery
  • GS = Gallery Screen?
  • HUD = Heads-Up Display (Life bars)
  • JB = Jukebox
  • LOBBY = Avatar Lobby Items
  • PL = Panels
  • Makuai = Versus Screen
  • MM = Main Menu
  • RNK = Rank
  • RS = Rank Screen
  • SS = Stage Select
  • TB = Tekken Ball

CDDT's UI Workflow

I have found that since UE accepts .psd I can create a template and save it as a .psd. I then load the template into the folder in UE just like any other image. Since .psd is a template and not a static image, I can make changes and save it. I can then right-click the image in UE and choose to re-import and update the image in UE.

The Flow:

  • Create the template and upload to UE
  • Duplicate the uploaded template and name it appropriately
  • Open the template in UE and set the Texture Settings correctly as stated above.
  • Go back to the psd and make whatever changes you wish then save.
  • Go back to UE and select the DUPLICATE image, right-click, and re-import. Only the image I selected will update.
  • If I want to make future images, I can duplicate the template in UE, name it appropriately, open the template .psd, make changes, save, select the DUPLICATE, and re-import, done.

NOTE: If you hit re-import on the wrong image it will update and there's no undo so keep that in mind. Also, the use of psd will likely result in larger file sizes for your mod but from my experience it has had no noticeable impact.