Introduction to Textures

Prerequisites 

Compressonator Download Here

Texture Asset Type Table [DRAFT]

TYPE

FORMAT

QUALITY

Clothing BC1 1.0
Crowd Signs BC3 1.0

Texture Data Table 

TYPE

FORMAT

QUALITY

_color BC1 1.0
_nrm BC7 0.05 (Dev)  | 0.5 (Production)
_roughness ATI1N 0.05 (Dev)  | 1 (Production)
_metal ATI1N  0.05 (Dev)  | 1 (Production)
_normal ATI2N 0.05 (Dev)  | 1 (Production)

Introduction

We have been acquainted over the years with saving textures through Photoshop or Paint.NET into the DDS format. This is still the case in WWE 2K22, however the compression settings and process is entirely different to before. If you do not follow this walkthrough, your textures may work, but will appear with artifacts or crash the game itself.

Please remember to now use .TIF files instead of Photoshop .PSD. PSD is a deprecated file format and Compressonator will not accept it. 

_color:
This is a very common texture that you will find inside the games archives. This is now your diffuse/albedo map, which contains all the colour information for your mesh.

_nrm:
Also common, this file controls the prominent characteristics of whatever mesh the textures point too. The breakdown is as follows.

_roughness:
This is the same logic as above, except in certain cases (belts for example) have it separated from the normal map. These separated files have different compression settings than the combined nrm.

_metallic:
This is the same logic as above, except in certain cases (belts for example) have it separated from the normal map. These separated files have different compression settings than the combined nrm.

_normal:
This is the same logic as above, These separated files have different compression settings than the combined nrm.

Step #1 | Project Setup

We are now working with Compressonator, this tool will handle the compression and output of our DDS files with a single click once setup. When you open Compressonator, you will be presented with the image below. Follow the next steps.

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Step #2 | Texture Setup

We are now going to add textures to our project, when this step has been done you will only need to select the textures you wish to process and click Process.

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Step #3 | Processing Textures

This is the fun bit, once you have setup your textures correctly. Highlight the textures that you wish to process, and click Process Selected Images in the toolbar. 

image-1651067919403.png

This will save out your images in high quality compression with very minimal if at all destruction of your texture. Using the correct settings will get you the same result that 2K use for their texture pipeline.

Always remember to save your project when adding new textures and once you configure their output.

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Step #4 | Finished

Once you have processed your images, they are game ready. If you followed this process and used the correct texture configuration, the result in game will be identical to the 2K formatting.

image-1651069439233.png

 

 

 

 

 

 

 

 

 


Revision #8
Created 27 April 2022 10:21:11 by ProWrestlingMods
Updated 21 October 2022 05:03:58 by Core Dreams Studios