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 Post subject: Antichamber
PostPosted: Sat Feb 03, 2018 4:36 pm 

Joined: Fri Feb 12, 2016 11:53 am
Posts: 9
Every single text you can see in the game is actually a texture file. I've tried several methods but to no avail.

  • TexMod: I can replace the textures and they work in the game, but this is a rather slippery(?) solution, may cause crashes and it doesn't work fine with Steam.
  • uModel: Great, but doesn't support repacking.
  • "UPKUnpack/Repack": Apparently, this set of tools can extract and repack the UPK files. Though the extracted textures are in the format of .texture2D, which I've zero knowledge of how to edit. I come across that these .texture2D files can be transformed into .DDS files through hex editing, but honestly I don't know how to do it.

I'm also attaching the UPK file itself, and the texture files containing the texts. Any help is appreciated.


Attachments:
File comment: Textures and the UPK file itself.
Antichamber.rar [2.98 MiB]
Downloaded 34 times
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 Post subject: Re: Antichamber
PostPosted: Sat Feb 03, 2018 9:09 pm 
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Joined: Sun Aug 17, 2014 7:27 pm
Posts: 1116
Example ExtraIcons.dds\Texture2D:
Cut header dds 128 byte + save .dds
Image

Cut footer 28 byte ExtraIcons.Texture2D
Image

and paste in ExtraIcons.dds + save .dds
Image

Start texture without dds 128 byte in Texture2D
Image

You need cut all bytes to the last
Image

Paste all bytes .dds in Texture2D + save .Texture2D
Image
Image
P.S. You must keep the original texture size.


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 Post subject: Re: Antichamber
PostPosted: Sun Feb 04, 2018 9:41 pm 

Joined: Fri Feb 12, 2016 11:53 am
Posts: 9
[quote="makc_ar"][/quote]
Hey, thanks for the info! I tried the same file and it work! However, in other files I failed to do it because I didn't really get the "Start texture without dds 128 byte in Texture2D" part. Can you explain that part in detail please? Thank you.


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 Post subject: Re: Antichamber
PostPosted: Sun Feb 04, 2018 10:01 pm 
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Joined: Sun Aug 17, 2014 7:27 pm
Posts: 1116
You need to look at the numbers without dds 128 byte and compare them in Texture2D.
Example ExtraIcons.dds: 40 00 48 92 etc
ExtraIcons.Texture2D: 40 00 48 92 etc


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 Post subject: Re: Antichamber
PostPosted: Wed Feb 07, 2018 4:00 pm 

Joined: Fri Feb 12, 2016 11:53 am
Posts: 9
makc_ar wrote:
You need to look at the numbers without dds 128 byte and compare them in Texture2D.
Example ExtraIcons.dds: 40 00 48 92 etc
ExtraIcons.Texture2D: 40 00 48 92 etc

Hey, thanks for the information.
Can you check out the IconMessages file, please? I can edit the other ones without no problem, but in this texture, no matter what I do, the edited texture's size is always bigger than the original.


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