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Custom Fork textures

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About This Mod

You can replace the game texture pattern with a special png file.

It's a fork in aedenthorn's custom textures, and in the current build of Ashlands, as far as I know, it worked.

All of them belong to the author of the original.

I'm new to Valheim modding, so I fly more or less blind here. It has been tested to work with my own game, but I can't guarantee anything.


You may need to remove the old settings for this mode to work again.



Definition


With this mode, you can change the following:


Player model texture

Item Inventory Icon

Textures of armor, weapons, tools and other equipment

Land and water texture

Environmental quality

Special place texture (village, cellar, runic stone, etc.).)

The texture of the world object, almost everything in the game world


Since layers are now also supported, you can apply multiple textures to the same vanilla texture (see Layers below).


Creating your own custom texture requires basic reading skills. It's not that complicated AMI, but please read all the information below carefully before you seek help.



Main Usage


Use Asset Studio to extract the vanilla texture as a reference. The texture can be found in the valheim_data / sharedassets file.


To change the texture, add the png file to the bepinex / plugins / CustomTextures folder with the appropriate name format described below, and install the game.


You can also organize textures by subfolders. If you have released a texture package, we recommend that you do this to make installation and removal easier.


Also, if you publish texture packages, if you put textures in the customtextures folder before creating a zip file, Vortex will install them automatically.


During the game there is a hotkey to reload the world texture (at the bottom of the page by default). Note: This will not reset the vanilla texture, so if you delete the custom texture file, you will have to restart the game to see the vanilla texture again.


Click on the requirements for this description to get a list of modes that create custom textures with this mode.


Here's some human video on how to use this mod with a ready-made texture package.



Filter Mode


The Valheim texture uses spot filtering, so it looks pixel-like. If you use bilinear or trilinear filtering for high-resolution textures, placing the textures in a subfolder named bilinear or trilinear will cause the mode to change the filter mode for those textures (if selected, it may be a subfolder).



File Naming Overview


The file name consists of 4 parts: prefix, identifier, property name, and layer name. Use scene dump to get most of this information (see scene dump below).


The file name begins with a prefix and typically creates an underscore followed by the property ID and name (optionally an underscore followed by the layer name):


<prefix>_<identifier> <propertyName>.png


Or for layers:


<prefix>_<identifier> <propertyName>_<layerName>.png


This will be a filename similar to this and place it somewhere in the CustomTextures folder.


The property name is usually preceded by an underline, so remember this as well. Also, if Windows hides a file extension, do not do so

In October it.At eventually you will get a png or file that is looking for<prefix>_<identifier><propertyName>.------- png does not work. Seriously, it just makes Windows show the file extension, but it's stupid not to. Here is a description of each of the 4 parts:


Prefix


Depending on the type of item being modified, the following prefix applies:


player_model for player textures

atlas_item_icons for inventory icons

Objects for object textures

Armor for armor texture

Water texture area

Terrain relief for terrain textures

Environment for the surrounding texture

Places for special places


The prefix for the textures of the object, water, locality, environment and location may be further modified as follows:


<prefix>rendering - to replace the rendering texture with a specific name but with a specific name

<prefix>matte - to replace the texture of a specific named material with a specific named material

<prefix>designer - to replace a texture on a specific named material with a specific named object in a specific named designer.

<prefix>texture - to replace certain named textures with certain named textures


For example、


environmentrendermat_yggdrasilbranch_branch_yggdrasil_branch(example of)_MainTex.png


YggdrasilBranch replaces the underlying texture in the yggdrasil_branch story (example) in the branch builder in the environment object.


Depending on the component name, you can also use the following prefixes:


Texture for universal texture change (if supported)

Designer for changing the texture of a named constructor

Matte to change the texture of the specified material:

Here are a few simple ways to do the above:


This is the default <url> home page that most visitors will see when they visit your site.

mat_yggdrasil_branch(example of)_MainTex.png



Identifier


The identifier used in the prefix above can be found in the scene dump. This is discussed in more detail in each of the detailed sections below.



Object Name


Scenic dumps also have property names. In most cases, you will want to replace _maintex, perhaps with _Bumpmap or _Skinbumpmap.



Layer name:


Look at the layers below.



Replacement Type


Details of each type of replacement are as follows:


Player texture


For basic textures of player characters use the following syntax:


model_player_<modelNumber><suffix>.png


 Replace<modelNumber>with 0 for men or 1 for women. Example:


player_model_1_maintex.png



Item Inventory Icon


These are thumbnails that appear in the inventory to represent items in the game. They are all on the same chart called sactx-2048x2048-Uncompressed-IconAtlas-61238c20 #845.


To change the inventory icon page, create an equivalent page as follows:


atlas_item_icons.png


You can use any resolution to scale it.


You can also use layers to change one element icon (see Layers below).



Texture of objects and armor


Note: All equipment and facilities in the world are treated as objects. The mode recognizes the items_ prefix for backward compatibility.


In addition to the player's model and inventory icon, everything else affected by this mode is considered an object. October.


For example:


resources such as coal and timber

Tools such as hammers and cultivators

Plants, trees, shrubs

Building blocks

Enemies


Armor is what an item looks like when you put it on (throw it on the ground along with the rest of the shit).



The common syntax for file names for all of them is as follows:


<prefix>_<identifier> <suffix>.png



Prefix:


The following prefixes have been applied to objects and armor:


object - used to modify all textures of type<suffix>for a particular type of world object. <identifier>The object must have a spawn name

objectrenderer (objectmesh also works but loses value) - Used to modify all textures of type<suffix>in a particular handler on a specific object. <identifier>(see Identifiers) must have object and constructor names separated by underscores.<objectName>_<rendererName>

objecttexture - Used to modify a specific named texture of type<suffix>in all constructors of this object. <identifier>(see Identifiers) must have object names and textures separated by an underscore.<objectName>_<textureName>

objectmat - Used to change the texture of all materials specifically named for a given object. <identifier>(see Identifiers) must have object and material names separated by an underscore.<objectName>_<materialName>

objectrendermat - Used to change the texture in a specific naming material in a specific name constructor in a specific object. <identifier>(see Identifiers) must have object and material names separated by an underscore: <objectName>_<rendererName>_<materialName>

texture - used to replace all instances of a specific texture of all <suffix> objects and element types that use this <identifier> texture (see Texture texture text). Identifiers) must be a texture name (not necessarily an exported file name).)

constructor - used to change the texture of type<suffix>in all instances of this constructor for all objects and elements. <identifier>(see Warnings and precautions). Identifiers) must be a constructor name.

matte - used to change the texture of type<suffix>in all samples of a particular material for all objects and objects. <identifier>(see Warnings and precautions). Identifiers) must be a material name.

Note that this affects the rest of the armor, not the object_, which is used to change the breasts or legs of the bro item


Note: End of the word - The ancient suffix _Texture and _bump is, and the current name is changed to.


The end of the word, " and, and the parameter changes in to modmodmod.


Shimas Secured

  Name of the dealer: IronArmor

    Protective sheathに1つ Material

      Ironarmorchest_Mat:

          _MainTex Ironarmorchest_D - Iron armor

          _Bumpmap Iron Archive_n

          _Issuance card

          _Metallicglossmap Iron armor_m

Armor, armor, material, hold:

  Game title: Ironarmorplayer_Chest

          _maintex

          _Chestbumpmap Ironarmorchestplayer_N - Chess card

          _ _ _ _ _ _ _ _ _ _ Ironarmorecracker_m

          _Chesttex Ironarmorchestplayer_D - Iron Player

          ___________

          _ Metal legs

          _skinbump card


Ko Boo Koo suites ni wa, Su Daikin re NN Inter RA ー ma e e e Hikaru Regoku party G.A. ty-Ri-ma-desu。 do not do this.


Boo Ku suites wa, ー Yakult neither revived by Lee Ji-soo roo and Su documenting those の send forces-on corp ッ Suites 。-dez


Armored vehicles wa, Yakult ー a foot in the chest nor attached to Ri pay ke domnode-ra e Ku Suu Kyi Fu Des。


Before the name maintex stands ironarmorchest_desu.


The name refers to Simas. Shi-ka-Shi, the armor on different occasions, the maintex that changes the ear sink is what you want, Micah International is the armor that fits you better, Chesttex, You, Ma TA VA, Yegstex that uses you, and Micah International is the armor that fits you, You. In addition, evaluate how polystyrene is suitable for easy use in the game on iron weapons.png (see). transformed


_ARMY ARMOR_MAINTEX.png file

armor_armorironhest_hesttex.png file


Armor is complicated, and the experiment is the best.



Identifier


The identifier is obtained, and the ofspspspspspspsp name is used before the of sp name :


https://www.reddit.com/r/valheim/comments/lig8ml/spawn_item_command_list/


Mata, note above.



Water and Terrain


Simas uses water and relief and the same structure:


<prefix>_<identifier> <suffix>.png file



water


Wate


zone_Gamemain:

  Grid provider name: WaterSurface

    Surface ーーー is 1 material

      Water :

          _ Foam bubble

          _ Normal nRHPu

          _high foam_high foam

          _normally accurate normal card 2

          _Randomfoamtex random_foam

  Grid Seller Name: sub_water_opak_thingyu.

      water level per day:

        


The word is a zone, for example, zone is used as:


zone__GameMain_FoamTex.png (Double letterンーーく png.)



terrain



Topography of the _game zone,_zone (UnityEngine.

        

          Mathematics Grass

          _noisetex

          _ Cleared mask .

          _big_n

          _culture

          _Diffusetex0diffuse0

          _dirtnormal , dirt_normal , generated

          _ Forest - regular forest_n

          _grassnormal grass_normally generated

          _pavednormal paved_n

          _ Rocknormal gouache_n

          _Normal snow_Normal


Synonyms of the phrase are terrain


Terrain __Main game _ _ Diffusetex0.png file


Disperse all that you see around, all over the territory of Tataria, including the TU that is held in the sixth place, in Tataria, and what you see now. You can see an example of its use in a screenshot.



Environmental texture


The texture of the environment is similar to rain, clouds, fog and big trees in the sky.


For example, a scene dump is shown.:


Environment The Yggdrasil branch has 1 mesh renderer:

  Seller Name: Branch

    Mr. Brunch has two materials

      yggdrasil_branch (instance):

        Properties:

          _MainTex yggbark_d

          _yggbark_n bump card

          _Emission mask yggdrasil_emission

          _moss iggdrasil_moss

          _emission mask yggdrasil_emission mask _refractive

normal

      iggdrasil_branch_lifes (instance):

        Properties:

          _MainTex ygg_leaf_d

          _Bumpmap ygg_leaf_n

          _Emissivetex

          Mostex

          _Emissivemasktex

          _Refractionnormal



So, as mentioned above:


arc_branch_yydrasil_branch(instance)_MainTex.png


Replaces the base texture of the yggdrasil_branch (instance) material for the branch renderer with the YggdrasilBranch environment object.



Special Place


Prefabricated locations are separated from other game models, so they need to be handled separately. They have a lot of visualizations, so it can take a long time to repeat. For this reason, you can turn off location replacement in Settings. In addition, use the location prefix (texture_ is irrelevant) to determine the location.



Layer


Layers allow you to overlay partial textures over existing or modified textures. For all textures except sprites, this works the same way:



Texture Layers


To add a layer other than a sprite sheet, use the same syntax as when replacing this type of texture in the corresponding section above, and add _<YourLayerName>at the end, so the player's eye texture in fashion called RealEyes looks like this:


player_model_0_maintex_realeyes.png


 The <YourLayerName>value can be any value if it is unique and does not contain an underscore.



Sprites Layer


The sprite layer on the element icon page behaves differently, completely overlapping the patch on the sprite page. As a result, the png format in the sprite layer must match the patch size you want to replace. The file format for the element icon layer is as follows:


atras_icon_element_<startX>_<startY>_<sheetWidth>_<sheetHeight>.png


This is because you may be working with a larger texture, so you need to tell the moderator the size of the theoretical sheet you are working on. The mod compares it to an existing sheet (or a sheet that has been replaced by another texture) and determines the scale of the layer’s texture. For example, to replace the texture of a wooden shield, use the png format 64x64 pixels:


atras_item_icons_1224_1840_2048_2048.png


This is because my png is created on a large sheet of 2048x2048 pixels (which is the size of a normal sheet), and I want the existing sheet in the upper left corner to have a size of 1224x1840 pixels, starting with 64x64 pixels.



Example


Let's take an example from the scene dump:


The object has 1 skin grid visualizer:

  Skinnedmeshrender name: sail_full

    smr sail_full contains 1 material

      Sail (instance):

        Properties:

          _MainTex sail_diffuse

          _Bumpmap sail_normal

          _Emissivetex

          Mostex



Depending on what you want to do, you can choose which prefix and identifier to use:



1. Set all textures for an object of a particular type


object_vikingship_maintex.png


This will replace the basic texture of all the materials in the object, so if the object uses multiple textures, it will also have many mesh display elements, so this won’t work in our example. If you want to change the relief map, you can use:


object_vikingship_bumpmap.png



2. Set all instances of the texture


texture_sail_diffuse_maintex. png


This will replace all textures named sail_diffuse, so all objects using this texture in our example will be replaced with all textures named sail_diffuse.

Other types of ships also float when they use this texture.



3. Set the texture of a single object type grid


objectrenderer_vikingship_sail_full_maintex.png


This replaces the visualizer texture named sail_full for all VikingShip objects.



4. Set the texture by the name of the object type


objecttexture_vikingship_sail_diffuse_maintex.png


This replaces the texture named sail_diffuse on all VikingShip objects.



4. Set the layer with partial texture


You can also add any of the examples above as a partial layer by specifying the layer name at the end. So, if you just want to add a sticker to the Viking ship sail, you can do this:


wikingship_site_diffusion_maintext_crossbones_object texture.png




Configuration


The configuration file can be found in the Pinex/config/aedenthorn file.Custom textures.cfg are created after running the game in this mode once).


To customize your settings, edit this file using a text editor or edit it in-game using the settings manager.




Dump Scene


To get all the information needed to create the name above, set the DumpSceneTextures configuration option to true, then launch the game and load it into the world once. The file must be PINEX/plugins/CustomTextures/scene_dump.You must create a text file. Otherwise, the file will be recreated every time the game starts.



This mod is still under development.




Technical


The easiest way to install this mod is to use Vortex, which is Nexus Mods's mod manager. You need to process all dependencies.


To install it manually, place the .dll file in the BepInEx/plugins folder. You'll need BepInEx.

Similar Mods/Addons

Game Version *

all (Custom Textures-2796-3-3-2-1717061787.zip)