处理程序的清洁面部纹理。我将她的脸部与严肃的处理者的脸部纹理(更薄的眉毛,不同的嘴唇)相结合,软化了皮肤毛孔等细节,略微减轻了脸部的颜色,增添了一点柔和的色彩。我认为这让她看起来更好看,而且看起来不那么可怕。这适用于她所有的服装。
如果有人想知道我为什么不与其他角色交换文件,那是因为:
1.与其他主要NPC交换时内口变亮(例如严重处理者)。我认为需要模型/材料编辑。
2.较小的NPC没有自己的模型,他们使用的是玩家面部模型。将玩家面部模型交换到主NPC上会使脸部内爆。
安装:
只需将文件(带文件夹)解压缩到Steam \ Steamapps \ common \ Monster Hunter World \
卸载:
如果要还原为原始文件,只需删除NativePC \ npc \ npc02中的mod文件即可
感谢Vuze用于解包工具,以及用于TEX转换器的daemon1。
我很长时间没有发布mod。如果我搞砸了某个地方,请随时告诉我。
我如何做到的粗略解释:(我忘了一些确切的细节)
1.使用此工具将TEX转换为DDS。每个纹理似乎使用不同的类型。这个处理程序的面部纹理是DXT1(BC1)。
2.在Photoshop中编辑纹理。
3.我想我使用Intel Texture Works导出,没有mipmap,并设置为BC1_Unorm。如果您有任何问题,请尝试两种BC1选项。
4.在十六进制编辑器中打开DDS,删除“TEX”之前的所有内容。另存为.TEX扩展名。
5.打开原始TEX文件,复制第二个E1D1(0x00000900)之前的所有内容,并覆盖粘贴在编辑的纹理上。
6.在Photoshop中,纹理可能未对齐(即右侧部分显示在左侧)。手动修复它。
7.使用mipmap导出重新排列的DDS。
8.请注意,原始中的mipmap似乎从0x00080110开始,这与Photoshop导出略有不同。
9.复制粘贴额外数据,以便原始版本和编辑版本匹配mipmap的相同起始地址。
10.从已编辑的非mipmap纹理上复制粘贴重新编辑的mipmap的mipmap数据。
如您所见,这是一个非常“迂回”的解决方案。我确信当发布更多工具时我会变得过时(我无法制作工具)。基本上,在从Photoshop导出时,原始TEX标题中有一些值似乎不会被继承(即纹理只显示纯白色或黑色)。我假设是mipmap索引也是不同的。这就是为什么你必须复制粘贴这些部分的原因。稍后在文件中的地址也有细微差别(可能是mipmap)。
如果纹理在远距离处看起来很奇怪/大大错位,你可以看出mipmap已经坏了。还有一个问题,纹理可能会略微错位。不知道为什么/如何发生。但我设法以某种方式修复这些问题。
我也想改变她的眼睛颜色,但是它存储在面部模型材料(不是眼睛材料)中,我不知道哪个字节定义颜色。
A cleaner face texture for the Handler. I combined her face with the Serious Handler's face texture (thinner eyebrows, different lips), softened the details such as skin pores, lightened the face slightly and added a little more soft color. I think it makes her look slightly better and less scary-looking. This should apply to all of her outfits.
If anyone's wondering why I didn't just swap files with other characters, it's because:
1. Inner mouth becomes bright when swapping with other main NPCs (eg. Serious Handler). Needs model/material editing, I think.
2. Lesser NPCs don't have their own models, they use the player face model. Swapping player face model onto main NPCs implodes the face.
Installation:
Simply unzip the files (with folders) into Steam\Steamapps\common\Monster Hunter World\
Uninstallation:
If you want to revert to the original, simply delete the mod files in NativePC\npc\npc02
Thanks to Vuze for the unpacking tools, and daemon1 for the TEX converter.
I haven't posted a mod for a very long time. Feel free to let me know if I've screwed up somewhere.
Rough explanation of how I did it: (I forgot some exact details)
1. Convert TEX to DDS using this tool. Every texture seems to use a different type. This Handler face texture was DXT1 (BC1).
2. Edit the texture in Photoshop.
3. I think I exported using Intel Texture Works, no mipmaps, and set to BC1_Unorm. Try both BC1 options if you have any problems.
4. Open the DDS in a hex editor, remove everything before "TEX". Save as .TEX extension.
5. Open the original TEX file, copy everything before the second E1D1 (0x00000900) and overwrite paste it over the edited texture.
6. In Photoshop, the texture may be misaligned (ie. right part appears on the left). Manually fix that.
7. Export the realigned DDS with mipmaps.
8. Note that the mipmaps in the original seem to start at 0x00080110, which is slightly different from the Photoshop export.
9. Copy paste the extra data so that both the original and edited version match the same starting address for mipmaps.
10. Copy paste the mipmap data from the realigned edited mipmap, over the edited non mipmap texture.
As you can see, this was a very "roundabout" solution. I'm sure it'll become obsolete when more tools are released (I can't make tools). Basically, there are some values in the original TEX header that don't seem to be carried over when exporting from Photoshop (ie. texture just shows up plain white or black). And what I'm assuming to be the mipmap index is also different. That's why you have to copy paste those parts over. There's also slight difference in addresses later on in the file (presumably the mipmaps).
You can tell the mipmaps are broken if the texture appears strange/greatly misaligned at far distances. There's also a problem where the texture may appear slightly misaligned. Not sure why/how that happens. But I managed to fix these issues somehow.
I also wanted to change her eye color, but that's stored in the face model material (not the eyelens material) and I don't know which bytes define the color.
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