In this tutorial we'll be taking a look at how we can make modifications and adjustments to the base game textures. Our aim is to take a simple and commonly found item within the world, and alter its appearance by adjusting its textures. The principles you will learn can then be applied to any in-game object, from character clothing to weapons and armour.
If you're looking for a more concise version of this tutorial which simply tells you what to do, check out this Quick Guide
1 Locating & Extracting textures from the game files.
2 Converting texture files into a format we can work with. ( .dds → .tif )
3 Editing textures in Photoshop/Substance Painter. (Substance guide coming soon)
4 Converting textures back. ( .tif → .dds )
5 Importing textures into the game by creating a mod.
texture_diff Diffuse map & Alpha map sRGB8 texture_spec Specular map sRGB8 texture_ddna Normal map RGB & Glossiness Alpha RGB16F+L8 texture_bgs Blood Dirt Damage masks RGB8 texture_id ID map RGB8 The information will be updated…
Before we get started, let's take a look at the tools we'll be using.
Don't worry about these yet. We'll be looking at how to download and install them when needed.
In order to convert our textures correctly and to avoid shader artifacts in the game, we need to use the official tool for KCD1 - Resource Compiler (rc.exe). Download.
By these suffixes Resource Compiler understands how exactly to pack the texture.
Suffixes must be like this
texture_diff | Diffuse map & Alpha map |
texture_spec | Specular map |
texture_ddna | Normal map & Glossiness |
texture_bgs | Blood Dirt Damage masks |
texture_id | ID map |
texture_icon | Icon textures |
texture_mask | Different masks |
1. Just drag & drop you texture to rc.exe.
2. Done! In the folder with our .TIF file there is second file with .DDS extension.