Help I accidentally "upgraded" textures

Discussion in 'World Editor' started by Delta98711, Mar 27, 2024.

  1. Delta98711

    Delta98711
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    I've been working on a map for a while, and wanted to add some new textures. I imported the terrain files from some other maps, edited the .json files, etc. Anyway, I accidentally "upgraded" the textures. Now the current texture files I have don't work. How do I revert this change so I have basic textures again?

    Second question, can someone help with normal, bump, and base color maps? I don't know which is which in the game files as they're only distinguished with a one or two letters (ao, b, h nm, r).
     
  2. Happyhusky

    Happyhusky
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    Search "{lettter}.color.png/{letter}.color.dds"
     
  3. Delta98711

    Delta98711
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    Could you please elaborate on that? I'm a little new to modding. Also, which question does that answer? Thanks.
     
  4. Happyhusky

    Happyhusky
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    Second question
     
  5. el_ferrito

    el_ferrito
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    ao: Ambient Occlusion - This texture map simulates shadows that occur in places where ambient light is obstructed. It adds depth and realism by darkening creases, holes, and surfaces that are close to each other.

    b: Base or Albedo - This texture contains the basic color information of a surface without any lighting or shadow information. It defines the diffuse colour of the material.

    h: Height or Displacement - This map simulates the relative height of surfaces on a material, adding three-dimensional detail and realism to flat surfaces by manipulating the surface normals during rendering, making them appear more textured and detailed.

    nm: Normal Map - This texture is used to fake the lighting of bumps and dents in textures, providing more detail and a three-dimensional appearance on flat surfaces. It represents small surface details by manipulating the surface normals during the lighting calculation.

    r: Roughness - This map determines how rough or smooth a surface is, which affects how light reflects off of it. A lower value indicates a smoother surface with sharper reflections, while a higher value indicates a rougher surface with more diffused reflections.
    --- Post updated ---
    The only way to get back to your original JSON is to either recover the file (if you're lucky), or to remake it from the originals again.

    Upgrading is better, but you need the PBR images to be able to make it work. If you're copying across from Vanilla maps, they're all upgraded these days (I think all).
     
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  6. Delta98711

    Delta98711
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    Thank you. I couldn't figure out how to use the upgraded textures (the textures remained black when I added images in), so I tried to go back to the original textures. I tried using a backup of the mod file, but that didn't seem to have any effect; I don't know much about modding but it seem that the change isn't saved to the mod folder itself. What else can I try?
     
  7. el_ferrito

    el_ferrito
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    It's almost always a mismatch with your specified texture resolution Vs the actual. There's a box for specifying what it is and all the texture images must be this resolution. It's a pain, but it can work.

    Personally, I prefer borrowing/stealing them from vanilla maps. It's much easier. Check out Alexkidds tool for map makers too. Streamlines the whole process of copying a map across. I always plug it when I can, because it saves me so much time.
    --- Post updated ---
    The changes will save to the level folder in your user data. Any changes to any levels will go here, then when the game loads a map, and changed files here are used in place of the original in the map/level folder from the games directory/mod directory.

    If you want to modify an existing mod, it is better to unpack it first, then make the changes. Personally, I copy the whole thing (unzipped) across to my user directory in the levels folder. That way I know I can rezip it later and it will work. But again, use Alexkidds tool and save yourself the hassle.
     
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