I edit w2ent files with a simple hex editor. I did it this way because I was not able to use REDkit to edit the files, only view their contents. I got into hex editing while editing the mdb files from TW1, however those files were much easier to navigate and edit than the w2ent files from TW2. Editing files with hex feels like a hacky way to go about it, I'd rather use mod tools, but I just had to go with what worked. So far REDkit has only been useful to me to import new assets (like the new elf eyes or Dandelion's blond base texture) back into the correct file format.
Using Gibbed's Red Tools to export the xbm file was the first step. This app unpacks the big pack0.dzip file that's full of the assets.
After much searching I found a tool that converts xbm to dds format, which is a format you can then edit. I can't remember where I got it but this is the package: https://drive.google...iew?usp=sharing You should be able to just place the xbm file in the same folder as the exe, and then double click the cmd file and it will convert.
To edit textures, I personally use GIMP with a DDS plugin, I'm sure Photoshop would be fine too. After saving the dds file, I used the Asset Browser within RedKit to reimport it into xbm format. You can just right click inside a given directory --> Add Asset and then browse to your new DDS texture. It will import it as xbm in the same directory (the working directory that RedKit creates).
Thanks for the response! My Idea was to try to use the RedKit to add more facial and eye variations for the background NPCs but it seems that only way to do that would be using hex editor. When I tried using the Redkit to edit the the files in the asset browser, I couldnt figure out how to make them playable ingame as Ive noticed the files in the asset browser directory, despite having the same name and file extensions as the ones from the pack0.dzip, have different file size.
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Using Gibbed's Red Tools to export the xbm file was the first step. This app unpacks the big pack0.dzip file that's full of the assets.
After much searching I found a tool that converts xbm to dds format, which is a format you can then edit. I can't remember where I got it but this is the package: https://drive.google...iew?usp=sharing
You should be able to just place the xbm file in the same folder as the exe, and then double click the cmd file and it will convert.
To edit textures, I personally use GIMP with a DDS plugin, I'm sure Photoshop would be fine too. After saving the dds file, I used the Asset Browser within RedKit to reimport it into xbm format. You can just right click inside a given directory --> Add Asset and then browse to your new DDS texture. It will import it as xbm in the same directory (the working directory that RedKit creates).
Wish I had more to give you.
Your hard work and attention to detail is worthy of a Kudo and my full Endorsement.
~ S I L E N C E R