Help:Replacing textures: Difference between revisions

Ginger (talk | contribs)
Replacing The Textures: Yaz0 compression
Ginger (talk | contribs)
Troubleshooting: Added 2 additional questions
 
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# Open Switch Toolbox and find the texture you're looking for. Use [https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json IDs List] to find the bfres name.
# Open Switch Toolbox and find the texture you're looking for. Use [https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json IDs List] to find the bfres name.
# Drag the Tex1 (or Tex if Switch) into Switch Toolbox. If Wii U, make sure the Tex2 is in the same directory as the Tex1 (so that Switch Toolbox can load/save its contents properly)
# Drag the Tex1 (or Tex if Switch) into Switch Toolbox. These can mostly be found in <code>content/Model</code>, though some are in <code>content/Pack/TitleBG.pack//Model</code>. If Wii U, make sure the Tex2 is in the same directory as the Tex1 (so that Switch Toolbox can load/save its contents properly)
# Click the + icon next to the file, and then on textures folder.
# Click the + icon next to the file, and then the one next to the textures folder.
# Find the texture you're looking to replace and right-click, replace. Please note when replacing textures sometimes SRGB won't be automatically selected, if it's Alb, then it will glow in-game without SRGB.
# Find the texture you're looking to replace and right-click, replace. Please note when replacing textures sometimes sRGB won't be automatically selected. If it's an albedo (_Alb), then it will glow in-game without sRGB.
# Save the file and say Yes to yaz0-compression if it asks, if you're on Wii U it will ask where to save the Tex2, save it in the same spot Tex2 would belong for that model and yaz0-compress it as well.
# Save the file and say Yes to yaz0-compression if it asks. If you're on Wii U, it will ask where to save the Tex2: save it in the same spot the Tex2 would belong for that model (probably in the same place as the Tex1) and yaz0-compress it as well.
# If the file size increased it's recommended that you [[Help:Updating the RSTB| update the RSTB entry]].
# If the file size increased it's recommended that you [[Help:Tools/BCML| install with BCML]] to handle metadata files.


Congratulations! You replaced the texture! If you're on CEMU, create a graphics pack and try it out, otherwise follow the normal steps for mods on Switch / Wii U to see it in action.
Congratulations! You replaced the texture! If you're on CEMU, create a graphics pack and try it out, otherwise follow the normal steps for mods on Switch / Wii U to see it in action.
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=== Game crashing ===
=== Game crashing ===
The game cannot gracefully handle too many resources loaded at once, so too many large textures will cause the game to be unable to allocate memory for a resource, return a null pointer, and crash. Only replace textures with new textures of the same size or smaller unless the loss of detail is unacceptable.
The game cannot gracefully handle too many resources loaded at once, so too many large textures will cause the game to be unable to allocate memory for a resource, return a null pointer, and crash. Only replace textures with new textures of the same size or smaller unless the loss of detail is unacceptable.
=== Textures Looking Blocky/Not Like What You Imported ===
If you import something with a swizzle pattern other than 0, then Toolbox will properly import and sort the blocks according to the pattern, but will then save the file and not write the swizzle pattern out. It will instead log everything as having swizzle pattern 0, and when loading the textures, their blocks will be put together in the wrong configuration.
The current workaround, if you experience this, is to reimport the correct-looking texture and choose swizzle pattern 0 on import.
=== Toolbox Crashes When Opening Textures From A Tex2 File ===
Tex2s only contain mipmaps, not full textures. Toolbox doesn't get enough info when trying to open the Tex2 directly, and just crashes. To edit mipmaps, you need to open the Tex1 while the Tex2 is in the same folder. Then, you can replace the full-size textures and Toolbox will also import the mipmaps (if DDS) or generate them for you (if PNG or another type without mipmaps).
[[Category:Guides]]
[[Category:Guides]]