Textures - Modding-Haven/REEngine-Modding-Documentation GitHub Wiki
Similar to most modern game engines, RE Engine uses PBR textures. Shaders and materials are usually setup to use channel packed textures. This means that different types of textures can be stored on the Red, Green, Blue and Alpha channels.
The texture names reflect this i.e.: ALBM
stands for AlbedoMetallic
where the albedo texture is using the Red, Green and Blue channels and the metallic map is stored on the Alpha channel.
You can find 2 different set of textures for most models, the ones next to the .mesh
are the low-resolution textures usually not larger than 1024x1024. The high-resolution textures can be found in the streaming
folder.
Low-Res:
re_chunk_000\natives\STM\_Chainsaw\Character\wp\wp40\wp4000\00\wp4000_00_laser_albd.tex.143221013
Hi-Res:
re_chunk_000\natives\STM\Streaming\_Chainsaw\Character\wp\wp40\wp4000\00\wp4000_00_laser_albd.tex.143221013
Replacing the low-resolution texture with the high-resoultion texture will force the game to always load the hi-res file. This can make packing mods simpler because you don't have to include the streaming folder in your mods. However, forcing the streaming textures can impact performance, so it is recommended that you include high- and low-resolution textures in your mods.
Note
If you're unfamiliar with PBR Textures these guides might help:
- The PBR Guide - Part 1
-
The PBR Guide - Part 2
*An Adobe account is required to access these links.
After extracting the game files you can preview, export and convert .tex
using Noesis.
To do so follow these steps:
-
Download and extract Noesis
- Rename Noesis.exe to Noesis32.exe and the Noesis64.exe to Noesis.exe
-
Download and extract RE-MESH-Noesis-Plugin
- Copy the
fmt_RE_MESH.py
file to your[Noesis Installation Path]/plugins/python]
folder.
- Copy the
-
Opening a
.tex
file with Noesis will automatically load it, once the plugin is installed.
Tip
To change the Alpha channel's blending mode, click on the highlighted icon on the texture preview tab:
- You can export textures by right-clicking on the texture and selecting
Export
or alternativelyFile > Export
- In the 'Export Media' popup window you can choose the format you want under the 'Main output type' dropdown menu.
TGA or DDS are the recommended formats, because most other formats won't preserve the Alpha Channel correctly.
To properly edit and export RE Engine textures it is highly recommended to use Photoshop, because of the channel packed nature of the textures and some plugins that will make editing textures easier. The following part will assume that you somewhat know your way around Photoshop and have a basic understanding of how textures work.
TGA is a lossless format and is overall a more consistent format to work with, it is also natively supported by Photoshop, the only downside is that TGA files are much larger than DDS files. On the other hand DDS is a lossy format, and you'll need either the Intel Texture Works Plugin or Nvidia Texture Tools to work with DDS files in Photoshop.
Warning
Also worth mentioning that in some rare cases, using TGA can cause some strange artifacting, this is more of an issue created by Noesis' BC7 encoder than the TGA format. In these cases, it is recommended to use DDS instead of TGA. This is how the artifacting looks like in-game:
- To import a TGA file just go to
File > Open
and select the file you wish to edit.
- Once imported you should see something like this:
- If you don't have the
Channels
tab you can enable it inWindow > Channels
- After you are done editing go to
File > Save a Copy
or use the hotkeyAlt + Ctrl + S
, for the Targa Options always select32 bits/pixel
- Open the newly exported texture in Noesis and you should see something like this:
- Right click on the
.tga
file and selectExport
in the "Export Media" popup window choose the extension of the original.tex
file. In this example we are converting to a RE7RT texture so.35
will be set for the "Main output type"
- In the "Export over tex" popup window select
Browse
and choose the original.tex
file to export over by clickingOpen
. ClickOK
in the "Export over tex" window and you should be done.
Here you can find a list of what each abbreviation stands for. Textures are going to be in channel order from left to right: Red, Green, Blue and Alpha. If only 2 textures are shown assume that the first texture takes up the Red, Green and Blue channels and the second texture goes on the Alpha channel unless stated otherwise.
Albedo is sometimes called Base Color. The Dielectric texture is an inverted Metallic map, where black is metallic.
Albedo is sometimes called Base Color. Metallic or Metalness is a black and white mask texture where white is metallic.
Four mask textures where the Alpha channel stores a Cavity map.
Same as ATOS/ATOC but the Alpha channel is used to store a dirt mask.
*In the example below the Red and Green channels are unused.
ATOS is made up of 4 black and white mask textures, where the Alpha channel stores an SSS map.
Often only the Blue channel is used for Ambient Occlusion.
Three different mask textures and an AO map for the Alpha, most commonly used for environment assets.
The normal map's format is DirectX. Which means that the Red channel corresponds to the X component of the surface normal vector and the Green channel to the Y component. The Blue channel would hold the Z component of the surface vector but since we are in 2D that is omitted and because of that it should be left as white.
Channel | Texture |
---|---|
Red | Normal X |
Green | Normal Y |
Blue | N/A |
Alpha | Roughness |
Same as NRRC but instead of a cavity map on the Blue channel it stores an alpha mask texture.
Channel | Texture |
---|---|
Red | Roughness |
Green | Normal Y |
Blue | Alpha |
Alpha | Normal X |
Mostly found in newer RE Engine titles and the first type of texture that doesn't follow the channel naming scheme.
Channel | Texture |
---|---|
Red | Roughness |
Green | Normal Y |
Blue | Cavity |
Alpha | Normal X |
Same as NRRC but instead of a cavity map on the Blue channel it stores a translucency mask texture.
Channel | Texture |
---|---|
Red | Roughness |
Green | Normal Y |
Blue | Translucency |
Alpha | Normal X |
One of the rarest texture types in RE Engine games, where the RGB channels are used to store vector directions and the Alpha channel is used as mask.