View source: Texture Override (revision 569)

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2019-06-24T14:51:27Z · LemonHaze · Download source

[[Category:d3t]]
Textures can be mapped to new textures by using a JSON file named SDTextureOverride.json. The latest SDTextureOverride.json file found within all of the TADs in the games data directory will override every other mapping.

= SDTextureOverride.json =
This JSON is used for mapping HD textures to the SD (original) textures. <br>
It consists out of an "Mappings" array which holds entries with the source texture path and the destination texture path. <br>

= Textures =
Additional textures must be added to the TAD, existing textures do not need to be re-added.

= Texture modifiers =
When an texture gets used it can have different modifiers. <br>
When adding modifiers to an texture path string the '?' symbol is used. <br>
To give the modifier a value the '=' symbol is used following the value. <br>
When adding multiple modifiers each modifier is seperated by the '&' symbol. <br><br>
Example: gacrmegg_1.png?usage=0&alphamode=0
{| class="wikitable"
|-
! Name !! Values !! Description 
|-
| usage || 0 || Unknown (Shader sampler selection?)
|-
| alphamode || 0 - 2 || Texture alpha mode?
|-
| font || 0 - 6 || Used for loading fonts (fontdef)
|-
| image || 0 - 6 || Used for loading fonts (fontdef)
|}

=Headerless Textures=
Some textures with the PNG extension are headerless DDS files.
Why they did that is a mystery.