ThePedro004 Posted May 22 Share Posted May 22 (edited) In this tutorial you will learn how to modify textures in the game. I recommend using an image editor such as GIMP or Photoshop. You must have followed the previous tutorial or know how to use UModel to follow this one. Open Umodel and find the texture you want to modify, in my case I will modify the texture T_tshirtwhite_BC and T_tshirtwhite_N. Located in SanAndreas\Textures\player. As you might imagine, these are the white shirt files from the game. The _BC file is the Diffuse Map and _N is the Normal Map, as said in the tips section of the previous tutorial. Since this is the white shirt, the developers optimized the diffuse texture by leaving it in an extremely small size, after all it's just a solid color, right? In our case, we will add prints, so we will need a larger size, luckily the texture follows the same mapping as the original GTA: San Andreas, so you can use it as a base. In my case, I created a texture in 2048px in Photoshop: Save the image with the same name as the original. If you want to modify the normal map, I recommend this generator. Save it with the same name as well. Now, we'll need to open Unreal Engine 4.26.2. Select Games and click Next, select the Blank preset, then click Next again. On the screen above, under Start Content, leave No Starter Content. At the bottom you choose the directory of your project. Once you have chosen it, click Create Project. You will see the following screen: Don't be alarmed, you will not use even 5% of it. Go to where you saved your textures, and drag them into the Content Browser (at the bottom) in the Unreal Engine. Click Save All, or Ctrl+Shift+S. Now go to File > Cook Content for Windows. Unreal will "cook your files" so that you can use them in-game. It will take a few seconds depending on how many files you have imported. It will play a sound when finished and the message Cooking Complete will appear. Now you have to go to your project folder. Open the folder Saved\Cooked\WindowsNoEditor\NameOfYourProject\Content. In there will be the cooked files: You will ignore those files starting with "shader". Our files are the textures starting with T_, which are in .uasset, .ubulk and .uexp format. Copy them into a folder. In the next tutorial you will see how to compile your mod and get it into the game! Next Tutorial: How to Compile Mods Back to the Tutorials Index Edited May 22 by ThePedro004 DeltaV20 1 Link to comment Share on other sites More sharing options...
Indovercetti Posted June 18 Share Posted June 18 Nice one @Pedro004 A doubt though, its taking forever to cook the content smh Also, is there a setting to disable the import of the non useful file in the beginning itself? Thanks in advance Link to comment Share on other sites More sharing options...
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