Hacking [Mario Kart 8] Need Help with Custom Textures

WilliamtG

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Hey, so I managed to edit several textures in MK8. I would only change the alb.dds files through Paint.NET and then would insert the file back into the bfres/.szs and try loading the textures when launching MK8. They technically work, but whenever I am far away from them the game loads the old texture. Is there something I am doing wrong? I can provide a video showing my issue later on tonight.

Any help is appreciated,

Thanks!

-William
 

PabloMK7

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That is because the mipmaps, lower resolution textures that load when you are away from camera. If the app you are using to convert bfres ( which is btw?) doen't support mipmaps, the only alternative is hex editing, as I did.
 

WilliamtG

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Oh I see, how do you hex edit? Also I am using yaz0dec.exe/yaz0enc.exe to decode/encode and use TexHaxU to do the file converting and stuff

Thanks!
 
Last edited by WilliamtG,

NWPlayer123

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Mipmaps in my thing are auto generated with Texconv2 so you just need the base texture, just when you're importing you gotta match the two values it spits out so it has the correct number of mipmaps, I've only ever seen it need 1x1 mipmap (1 as the value for lowest mipmap size)
Also, mine is incredibly hacky, you should try with @mariosonicds version too
 
Last edited by NWPlayer123,

PeeJay Bonobo

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Mipmaps in my thing are auto generated with Texconv2 so you just need the base texture, just when you're importing you gotta match the two values it spits out so it has the correct number of mipmaps, I've only ever seen it need 1x1 mipmap (1 as the value for lowest mipmap size)
Also, mine is incredibly hacky, you should try with @mariosonicds version too

So, basically, make sure your DDS files already have mipmaps at the ready, right?

qf5dzjyf.tlx.png

I edited (anyone looking into a Lakitu texture hack will have to find these files themselves):
1. JugemEye_Alb.0 (1)
2. JugemEye_Alb.1 (2)
3. JugemEye_Alb.10 (3)
4. JugemEye_Alb.2 (4)
5. JugemEye_Alb.3 (5)
6. JugemEye_Alb.4 (6)
7. JugemEye_Alb.5 (7)
8. JugemEye_Alb.6 (8)
9. JugemEye_Alb.7 (9)
10. JugemEye_Alb.8 (10)
11. JugemPupil_Alb (31)
12. Jugem_Alb (34)

In the original texture, JugemPupil_Alb goes over both JugemEye_Alb.10 and JugemEye_Alb.8 as it should, but when I modify the textures, it's the other way around. I think I'm doing something terribly wrong, or I'm screwing with the order someway, somehow, even though that was how it was listed in filelist.bat.
 
Last edited by PeeJay Bonobo,

NWPlayer123

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So, basically, make sure your DDS files already have mipmaps at the ready, right?

qf5dzjyf.tlx.png

I edited (anyone looking into a Lakitu texture hack will have to find these files themselves):
1. JugemEye_Alb.0 (1)
2. JugemEye_Alb.1 (2)
3. JugemEye_Alb.10 (3)
4. JugemEye_Alb.2 (4)
5. JugemEye_Alb.3 (5)
6. JugemEye_Alb.4 (6)
7. JugemEye_Alb.5 (7)
8. JugemEye_Alb.6 (8)
9. JugemEye_Alb.7 (9)
10. JugemEye_Alb.8 (10)
11. JugemPupil_Alb (31)
12. Jugem_Alb (34)

In the original texture, JugemPupil_Alb goes over both JugemEye_Alb.10 and JugemEye_Alb.8 as it should, but when I modify the textures, it's the other way around. I think I'm doing something terribly wrong, or I'm screwing with the order someway, somehow, even though that was how it was listed in filelist.bat.
Nah I'm saying don't worry about mipmaps cause it takes care of it, and you only need to replace the texture you wanna edit, so just do it manually on command line instead of a batch file
 

PeeJay Bonobo

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Nah I'm saying don't worry about mipmaps cause it takes care of it, and you only need to replace the texture you wanna edit, so just do it manually on command line instead of a batch file

Yeah, I used a batch file according to lonemoonhd's texture tutorial, but he/she did state that you have to do it one at a time to make sure everything is working correctly, which I did not bother doing because I had 12 textures to replace. MarioSonicDS's BFRES Texture Injector works as well, and prints out more information, like what the formats of the textures were (the three textures I have issues with used the BC3 compression while the rest use BC1), but the modified texture(s) has(ve) to match while with your TexHaxU, I can throw whatever .DDS compression/format I want in without caring.
 
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Matzeus

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Can somebody explain why i´m having issues with mipmaps?
For some reasons my textures only come in action if i´m close to the object (in my case "mapobj/Tree64Yoshi")
I did these steps:
  1. extract the .bfres
  2. edit the .dds texture with Paint.NET
  3. put the .dds with the corresponding .gtx into the TexHaxU - folder
  4. run filelist.bat in order to get the positions
  5. put it in splicer.bat - ran it
  6. replace the "0" with the BFRES number - ran it again (2nd time)
  7. replace the BFRES number with the GTX number - ran it again (last time)
 

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