Lesson 2 - Kamzik123/AnvilToolkit-Resources GitHub Wiki

Duo_Github_pfp

Author: Pharaoh

Revised by: BELIAR

Lesson 2 - Textures

This lesson will over the following topics.

  • TextureMaps types for models
  • The basic logic behind the TextureMaps

Note: For this you will need to know the fundamentals of editing textures using the AnvilToolKit.
Check the Texture Viewer tutorial, unless you already know what to do.

Texturemap File types

Allow me to give you the basics on what Texturemap files for models, and how they work.
There are usually 3 (or more in later entries) types of Texturemap file types the main ones to note are "Diffuse", "Normal", "Specular, and "Mask".

  • Diffuse: The "main" texture and contains the colors and general appearance of a model.
  • Normal: For details that would help give a visible texure to a model e.g. wrinkles, scratches and dents.
  • Specular: Controls how a model reflects the game's lights etc.
  • Mask: For merging 2 textures and isn't as common as the others stated above.

For this lesson we are going to make Ezio look like his younger self in Assassin's Creed: Brotherhood.
First we will need to extract DataPC.forge, as mentioned in lesson 1, it contains the main playable character files.
Remember it will be in the following order of unpacking Forge files > Data files > the files that you want to edit.



xx_-_Ezio_Florentin.data is the file we want, as it contains Ezio's young face texture.
When you Open it and look for the Texturemap files for Ezio's head/face.
The most important file you need in this instance is the "Diffuse" and "Normal" Texturemap.

Search for the word "Head" and you will see files named.

xxx-cr_u_ezio_head_FlorentineNoScars_DiffuseMap
xxx-cr_u_ezio_head_FlorentineNoScars_NormalMap

Save them as a .DDS file.
Now that we have Ezio's young face texture, let's go to the one main one ACB uses for Ezio's default ACB look.
Open up the xx_-_Ezio_Rome.data file and look for the texture files it uses for Ezio's head.

xxx-CR_U_ezio_Head_Old_DiffuseMap
xxx-CR_U_ezio_Head_Old_NormalMap

Replace them using the Texture Viewer. Click on the "replace" button, to swap the texture with the DDS you grabbed.
Once you have done all of that, repack the edited xx_-_Ezio_Rome.data

Image 5

Image 6

Here is the end result.



You can use this knowledge to add in your own custom DDS files for textures and make your own look as shown here:

(Ezio's Drachen Armor cape is now green instead of the default red)

Best of luck.
Pharaoh

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