mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 11:26:18 -04:00
a5b383c78a
* loading cleanup * temp * add texture replacement * fix windows * oops * fix windows * final cleanup
27 lines
1.3 KiB
Markdown
27 lines
1.3 KiB
Markdown
# How to replace textures
|
|
|
|
Textures to be replaced should be saved in
|
|
```
|
|
jak-project/texture_replacements/page_name/texture_name.png
|
|
```
|
|
Where `page_name` is the name of the folder in `assets/textures` and `texture_name.png` is the name of the texture. You'll have to create the `texture_replacements` folder yourself.
|
|
|
|
# Recommended use
|
|
To make this easier to set up, you can copy the default textures from `assets`, and then modify those.
|
|
|
|
For example, you can copy the `common` folder from `assets/textures` to `texture_replacements`. Then you can modify the png files in `texture_replacements/common`
|
|
|
|
# Rebuilding the game with modified textures
|
|
Run the decompiler again to rebuild with modified textures.
|
|
|
|
If it worked, you will see:
|
|
```
|
|
Replacing jak-project/texture_replacements/common/jng-precursor-metal-plain-01-lores.png
|
|
```
|
|
in part of the output.
|
|
|
|
# Restrictions
|
|
Do not change the resolution of the sky, clouds, or eye textures. Other textures should let you change the size. Using extremely large textures will use more VRAM and will load slower.
|
|
|
|
The PNG file should have an alpha channel. Some textures use their alpha channels for transparency, or for indicating which parts should have environment mapping applied. It may be useful to look at how the original texture uses the alpha channel first, especially for particle effects.
|