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Make sections to subsections so they're linkable
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JojjeE committed Nov 22, 2023
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12 changes: 6 additions & 6 deletions docs/modding/suitmodding/addingparts.md
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Expand Up @@ -14,19 +14,19 @@ For this tutorial, we will go over patching new parts to an outfit, like a hat o

Before continuing, please make sure you have all the tools in the [requirements](.) section. Ideally, you should get your feet wet with [basic retexturing](basicretexture.md) first to acclimate yourself to these tools.

# Find a Suit to Modify
## Find a Suit to Modify

We will once again consult [HMBM47's Outfit Spreadsheet](https://docs.google.com/spreadsheets/d/e/2PACX-1vRDiyiqdRebu0Olvvkr20CDhh6ANxu7FOQZ_O-1YHFN9e6kh0WmpbwDYbfgzevSvc3fO4_4Exu1fmQH/pubhtml#) for this. Bookmark it, if you haven't! For this tutorial, we will be modifying the Absolution Suit with Gloves.

Click the tab **chunk0 47 Base Suits** in the spreadsheet and find the **Absolution Suit** at the top of the spreadsheet. Write down its `TEMP`, which the spreadsheet tells us is `0075CC9E284E3236`.

# Decide What to Add
## Decide What to Add

Finding accessories, clothing, and so on to use in your outfits can be as easy as finding an outfit in the game, sussing out what it's called in the RPKG tool, and opening its `TEMP` with QuickEntity Editor. From there, you can simply copy and paste the part entity to your own outfit. You can also look for the raw models (so-called `PRIM` files) in the RPKG tool.

However, that is a little advanced for your first time, so for this tutorial, we will be adding a pair of sunglasses to the Absolution Suit. The easiest way to do that would be to copy and paste from another outfit. We will be using the Italian Suit's sunglasses. Look in the outfit spreadsheet again for the Italian Suit; its `TEMP` is `00444A5FE5DDA137`.

# Open the Source Outfit
## Open the Source Outfit

First, we will be opening the Italian Suit to copy its sunglasses entity so we can paste it onto the Absolution suit. Open QuickEntity Editor, and click **Load** -> **Load entity from game**. Then, paste in the Italian Suit's `TEMP` hash, click Load, and wait a moment while the editor extracts the relevant files.

Expand Down Expand Up @@ -60,7 +60,7 @@ Nice, this is what we're looking for.

Right-click Part_Glasses in the tree and mouse over **Clipboard**. Click **Copy Entity**. The whole entity is now in your clipboard, and you can paste it into any text editor if you want to save it for later.

# Open the Destination Outfit
## Open the Destination Outfit

Now, let's load the Absolution Suit entity. Click **Load** -> **Load entity from game** and enter the Absolution Suit's `TEMP`, `0075CC9E284E3236`.

Expand All @@ -72,7 +72,7 @@ Right-click Part_Glasses and click **Copy ID**. Now, click the root entity `OUTF

Now that the sunglasses body part is in the array, click **Save as** -> **Save as patch file**. Name it something like `absolution_glasses.entity.patch.json` and save it to your disk. Next, we will make an SMF mod to apply it to our game.

# Make Our SMF Mod
## Make Our SMF Mod

We have already explained how to create a basic SMF mod in the [previous chapter](basicretexture.md), but we will reiterate it here to make sure it sticks.

Expand Down Expand Up @@ -121,7 +121,7 @@ Go into pre-planning at any level you like and choose the Absolution Suit with G

And that is how to patch an outfit to add new body parts. Of course, as you can also remove body parts, the combination of these principles is the foundation for composing entirely new outfits. We will soon go over the best practices for making new and exciting outfits.

# Addendum
## Addendum

If you have any doubts or difficulties with adding certain things to your outfits, the best question you can ask is, *"how are IOI doing it?"* You can learn a lot by opening `TEMP` files in QuickEntity Editor and studying the makeup of the outfit. Do not be afraid to open the RPKG Tool, search for an outfit, and study any `TEMP` files you find.

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12 changes: 6 additions & 6 deletions docs/modding/suitmodding/basicretexture.md
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Expand Up @@ -20,7 +20,7 @@ Hitman uses a physically based rendering pipeline, and the models use 3 textures

The diffuse map can basically be said to be the base color of the model. The specular map is how it reflects light, and the normal map is, in essence, how shadows fall on the model. Normal maps are used to fake detail on low-polygon models in video games. In this example, we will be changing the **diffuse map**.

# Extract Texture
## Extract Texture

Begin by opening RPKG Tool and importing your `Runtime` folder. You do this by clicking **Import** -> **Import RPKGs Folder**, and there navigate to your Hitman: World of Assassination install directory and find the `Runtime` folder. Give it a second for the RPKGs to load, and you will now be in the resource view and should see the list of opened file archives.

Expand Down Expand Up @@ -57,7 +57,7 @@ Depends on 1 other hash files/resources:

We will also need to export this `TEXD` file. Glacier 2's textures always come in pairs: the `TEXT` contains a scaled down version of the texture for fast streaming and the `TEXD` contains the full sized texture, both files have their own [mipmaps](https://en.wikipedia.org/wiki/Mipmap). HMTextureTools will still need both files as the `TEXT` file contains important metadata which the `TEXD` lacks. Extract this TEXD right next to its TEXT in the folder.

# Convert the Texture to .tga
## Convert the Texture to .tga

For this step we will be using `HMTextureTools.exe` from TonyTools to convert our `TEXT` and `TEXD` to a format we can actually work with: TARGA.

Expand All @@ -75,11 +75,11 @@ This is by design; Simple Mod Framework has the capability to convert the .tga *

HMTextureTools will also produce a .tonymeta file. Rename the extension to .meta and we will be ready to move on.

# Edit the .tga
## Edit the .tga

Open the .tga in your favorite image editing program and get creative. Save it when you're done.

# Make up New Hashes
## Make up New Hashes

Now we have the suit's diffuse texture and we've made our changes to it. Is it time to bring it back into the game? Not quite; simply **replacing** stock assets is a dirty way of doing things, and the consequences of doing so can be difficult to anticipate. If it happens that another item in the game uses the texture, things can look really crazy in ways that you didn't intend. The correct procedure is to introduce it to the game as a new texture and edit the outfit to use our new texture.

Expand All @@ -99,7 +99,7 @@ Let's put these two lines into the hash calculator, and it will give us `001F1D3

This means that Simple Mod Framework, when applying the mod, will use this information to convert our .tga to a `TEXT` with the hash `001F1D36FD5588E7` and a `TEXD` with the hash `00366C40059C0978`. Great!

# Patch the Texture Change in the Outfit
## Patch the Texture Change in the Outfit

Now that we have an entirely new texture, it's time to use it. Open QuickEntity Editor.

Expand Down Expand Up @@ -212,7 +212,7 @@ These are all the changes we need to make. Click **Save as** and choose **Save a

We have our new texture, its meta file, and our entity patch. The last step is getting it into the game.

# Making Our SMF Mod
## Making Our SMF Mod

Navigate to your Simple Mod Framework folder and open the `Mods` folder. Create a new folder in here called **My Cool Shirt**. Enter the folder.

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