Texture Viewer - Kamzik123/AnvilToolkit-Resources GitHub Wiki

Introduction

This page will tell you everything you need to know about the Texture Viewer so you can start creating texture mods as soon as possible.

Texture Viewer Window

1. Save Button

Saves your edits into the TextureMap file and, if the game requires it, into the CompiledMip files.

2. Save As Button

Allows you to save the TextureMap as either TextureMap formats for other supported games or other image formats, such as DDS, JPG, PNG or TGA.

3. Replace Button

Allows you to select an image which will replace the current TextureMap image data. The process of replacing the image is discussed in more detail here.

4. Tools Button

This button houses an extra set of tools for editing the Texture Maps. These are discussed in more detail here.

5. Texture Info

This part of the viewer shows extra information about the TextureMap file. The most important value is "Pixel Format", this is what you should try to match when editing textures. Note: DXT1 and DXT1A are treated the same by the game.

6. Info Enums

These categories are not very important. You should edit them only if your texture ends up looking darker ingame compared to the preview.

7. File ID

This is the ID of the TextureMap file which is used to reference it in TextureSet and Material files.

8. Vertical and Horizontal Flip Buttons

These buttons allow you to mirror the texture either vertically or horizontally without the need of exporting it and editing it in an external program.

Opening Textures

Simple TextureMap files

Double click a TextureMap file in the Game Explorer.

TextureMap files with CompiledMip files

Some games store parts of the textures in separate "CompiledMip" files. These are generally found in separate data files in the same forge file as the TextureMap files, without them the texture cannot be exported. Double click a TextureMap file in the Game Explorer and the Texture Viewer will ask you to load these files if the game requires it.

Replacing the Image

It is recommended to replace the image with another DDS image file, as that allows you to control the Pixel Format, but basically any image format will work. There are two ways of replacing the image in the Texture Viewer. The first one is by clicking on the Replace Button and selecting a new image file. The second one is drag & dropping a new image file onto the Texture Viewer window.

Extra Tools

Convert an Assassin's Creed III Remastered Normal Map to a Standard Normal Map

Convert an Assassin's Creed II/Brotherhood Normal Map to a Standard Normal Map

Convert a Standard Normal Map to an Assassin's Creed II/Brotherhood Normal Map