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Edit Weapons Textures (minor notes in the end about exporting 3D models)

k4ng4r2 edited this page Feb 6, 2020 · 3 revisions

For this guide here will be used diffuse texture of Revolver 454 from COTW and Photoshop

  • Preparations

Before of starting go to your Steam games library. Right click on theHunter:COTW and choose "Properties". Press "SET LAUNCH OPTIONS" and past in it:

--vfs-fs dropzone --vfs-archive patch_win64 --vfs-archive archives_win64 --vfs-archive dlc_win64 --vfs-fs

And press Ok.

This is for the game for being able to load mods files without of changing original game archives.

Now in the same Properties window choose "LOCAL FILES" tab on top of it and click "BROWSE LOCAL FILES" to open game root folder. Create here "dropzone" folder.

This is the folder where you should paste any of your mods and where from the game will load up your mods and that's why it's required to change Launch options.

  • Actual Modding

Navigate to desired weapon texture in DECA, select *.ddsc and *.hmddsc files (hold Ctrl for choose more than one file) and press "PREP MOD"

It will create "mod" folder near the "project.json" file and four files

Open "revolver_454_01_dif.ddsc.dds" file in Photoshop.

  • For being able to open DDS file in Photoshop you need to install "Intel® Texture Works Plugin for Photoshop" https://software.intel.com/en-us/articles/intel-texture-works-plugin. DDS plugin from NVIDIA can't open this type of DDS files.
  • If DDS file contain Alpha channel, it will ask you how to load it and you should choose "Load Transparency as Alpha channel".

  • Otherwise, just press Ok

Copy "revolver_454_01_plus_rail_UV.png" UV texture from that archive folder and modify the texture

Once you are done, save it and replace original DDS file and make sure that in "Save as type" you see "Intel® Texture Works (.DDS;.DDS)"

Once it's asked you options for saving that file as DDS, in general, if image doesn't have Alpha channel, you should choose "Texture Type - Color" and "Compression - BC1...". If image have Alpha channel, than "Texture Type - Color + Alpha" and "Compression - BC3...". But depend on exact files, it might also need other compression types. So in case of weapons textures, it will be just "Color" and "BC1".

After that, in "\hp\mod\models\hp_weapons\revolver_454_01\textures" you should see this

Go back to DECA and press "BUILD MOD"

It will create another folder where your "project.json" file is and it will be named as "build".

Copy everything from the "build" folder.

  • In this case, there is will be 3 folders "editor", "models" and "worlds". DECA also crating additional files for mods for avoid any glitches as disappearing textures on distance, bad UV's and so on.

Past that folders in "dropzone" in game root folder

Run the game and check the result.


Additional Notes

  • In "COTW weapons scopes sights UVs OBJs" you will find also OBJ files with the same names as UV's. You can use those OBJ's as previews of original models (in case of Win10, it should already have "3D viewer" that understand this files), or if you familiar with Substance Painter and wish to paint right on the model instead of Photoshop/GIMP or for any other such purpose.
  • You can Export models from the game (look at *.modelc and *.meshc files) and seems like you can import it in Blender without any additional plugins or in 3ds Max after installing PredatorCZ's ApexMax plugin