WargameTexturingTutorial (1).pdf

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Wargame Texturing Tutorial
By Vasto
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About…
In this tutorial I’m going to show how to edit Wargame’s texture files without using Photoshop. After
doing some essential steps according to this guide, you will be able to edit texture images in any
Graphic tool of your choice. This tutorial won’t cover the topic of using a Graphic software to make a
reskin, but rather it will be focused on a technical stuff around the exporting/importing and
preparing a texture files for the Wargame.
Setting things up
First of all, a couple of free tools will be needed:
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-
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Ati Compressonator
which can be download from
here
(if you have a problem with installing
a x64 version, you can use a x86 version, as it really doesn’t matter in our case).
Paint .NET
which can be downloaded from
here.
Alpha channel plugin
for the Paint .Net from
here.
Ok, now it’s time to install all this stuff and put the alpha channel plugin (AlphaMask.dll) into the
Effects folder of your Paint .NET’s installation directory.
After that, you are ready to start.
Getting a texture file
To extract textures from the Wargame data files you will need the moddingSuite which you can get
from
here.
Run the moddingSuite, select from the menu File->Open and then navigate to your Wargame
directory. Look there for .dat files. Textures are usually stored in a file called ZZ_3.dat. The main .dat
file holding most of textures can be found at the “Data\wargame\PC\2060001225” for AirLand Batlle,
and at the “Data\wargame\PC\ 240000007” for Red Dragon. Though it should be noted, that some
updates (like those coming with a DLCs) overwrite parts of ZZ_3.dat files, so be sure to always look
for the newest version of ZZ_3.dat containing a unit which you are going to reskin.
The next image shows the location of a main texture holder data file:
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Open this file in the moddingSuite:
You will see a list of all files contained by the opened .dat. The textures, and image files have a .tgv
extension. Basically they are DDS files.
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Usually each unit should have its own texture files, though some of them are sharing one file with
others, so altering them results in having a couple of units changed.
There are 3 different levels of detail textures per unit: high (2048x2048px), medium (1024x1024px),
and low (256x256px) resolution ones. The low resolution textures are combined into the national
texture sheets which usually have 2048x2048pixels of size, and hold as many Low LOD textures as
they can. We want only to export the highest resolution one, as we can generate the rest of the
required resolutions from it.
Ok let’s say that we want to get the F-14 Tomcat’s texture file. To do so type in the search box “f14”.
Select the file with the biggest size, then click the icon with a picture on the toolbar and click Export:
Now you should have the selected DDS file exported to the default location which usually should be
your primary drive (C:\).
Converting the texture to an edit friendly format
Now we are going to convert our newly obtained DDS file into a more accessible image format. We
are gonna to use a first of our tools – The Ati Compressonator.
Open the exported earlier DDS file with the mentioned tool. You should see roughly something like
this:
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Now select from the menu File->Save Original, and save it as one of the popular image formats. I
suggest to save it as a PNG or a BMP file:
Ok, now you should have the texture image saved somewhere in an accessible file format.
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