vincemeister55
Members-
Posts
32 -
Joined
-
Last visited
-
Days Won
8
vincemeister55 last won the day on October 17
vincemeister55 had the most liked content!
Personal Information
-
Country
Philippines
-
Gender
Male
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
vincemeister55's Achievements
Bandit (2/10)
28
Reputation
-
xerofilontoXerofilonto started following vincemeister55
-
Hi! Yeah, this issue has already been discussed. Just read a couple of comments above. I've already fixed this issue on my end, but I won't upload it anymore. I've already provided a workaround on how to solve it, DIY. I've also provided instructions on what tools to use and how to do it. With werwolf969's help, it will also make the process quicker. This edit took a lot of my time and effort. Editing 2000+ textures one by one was a pain. That was before werwolf provided the scripts to make it quicker. So, use my edit as base. Then you'll have to fix any bugged textures by yourself. I'm taking down the link to my edit. As you have said, its not viable.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
BC7 is okay. I prefer BC1 as it is smaller in size without a noticeable difference in quality. But yeah, its okay to use BC7.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
This is probably because when I edited the textures on the updated files, I used the SRGB format, which made the textures darker, and at the same time fixed those greenish tints in some of the dark textures. Most files work in that format, but some may not, like in your ss. That is easy to fix. You need to edit and save that texture into BC1 DXT5 Linear format. Then check it in-game if its fixed.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Yes, CodeX is the main exporter and importer of textures and YTDs in RDR2. Edit the textures in any photo editing software.
- 542 replies
-
- 1
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Hi! I've already fixed that in the latest version of my edit. I also just checked it in my game; everything is normal. But if it still bugs in yours, we have already provided instructions on what tools to use and the method of editing. You could try to edit those textures.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Hey, I dont know about me solving the issue. But thanks for all your kind words. Anyway, here is my new and updated edit of WhyEm textures. The texture discoloration has been fixed, and I think its much more optimized than my previous edit. https://www.mediafire.com/file/dc3w6bz5qrt1u01/WhyEm_DLC_edited_textures_by_vincemeister55.rar/file Enjoy fellers!
- 542 replies
-
- 3
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Sure, man! But I really cant direct you to a certain place. Ive learned only by practicing, trial and error. All you have to do is familiarize yourself with these tools Im about to write below; 1. Install OpenIV - this app can open and export RDR2 texture files. The downside is you cant import back those edited textures of yours, so you need another program. 2. CodeX (recommended but it's a paid program. I happened to snag a copy when somebody uploaded it to Nexus last week), or RDR2 Texture Tool (free and available on Nexus) - any of these tools are what you need to import and create new ytds for RDR2. CodeX is recommended because it can import SRGB format, whereas RDR2 Texture cannot. 3. And lastly, any photo editing software. I use paint.net because its free. P.S - If you can get the CodeX program, then you dont need OpenIV. OpenIV is only needed if you use RDR2 Texture Tool.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
I made an update on my WhyEm DLC textures edit. In my first edit, I change the original B8G8 format of WhyEm textures to BC3 DXT5. It turned out not okay as it messed up the textures, especially the dark textures to have some kind of shade of green. This time, I changed the method to BC1 DXT1 SRGB, and edited the normalmap textures too. The textures are normal in colors now, and the biggest thing is I can use all the textures in WhyEm DLC and still have no despawning issue. If you guys remember, in the first edit, I reported that it didnt fix the despawning issue completely. But, so far this time with my new edit, it is well-optimized now. Im doing this new method for my other texture mods to further optimize it. I just finished editing the AI Upscaled Gore from Improvements of Blood mod, Firearm Cosmetics, Rugged Arthur, Model 1897 Trench Gun, and other big texture mods. I can now use it all together with WhyEm DLC with no despawning issue, unlike before.
- 542 replies
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Yes, but. It's not only WhyEm DLC that caused the problem. There are others too, like Firearm Cosmetics, Terrain Texture Overhaul, among others. WhyEm is just the more popular mod that's why it gets talked about a lot. Also, the File Replacement method that dominator suggested, still can cause the spawning issue. Ive tested it. The good thing about the File Replacement method though is you'll have more leeway in using more big texture mods together unlike the streaming method. But eventually, you'll still reach the limit and the spawning issue. Its just a matter of testing texture mods together to see what's what.
- 542 replies
-
- 1
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
oh oaky. Yeah, that's just normal WhyEm. I only deleted a single file, I think its in folder number 2. Its a duplicate of the same file, only separated by a space in the filename, so I deleted it.
- 542 replies
-
- 1
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
What do you mean by invisible? Like no text? Do you have a screenshot of it?
- 542 replies
-
- 1
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
I got finally got WhyEm DLC with my edited textures to work with my mods, without the spawning issue. But I had to make sacrifices for my other texture mods. I downscaled the textures of my edited 2K Artwork Arthur Morgan Project mod to 1K. Disabled my 1K edited version of AI Upscaled Gore, and disabled High Vegetation Resolution in LML. With all these changes, all is working in St.Denis, spawning-wise.
- 542 replies
-
- 2
-
- issues
- discussion
-
(and 5 more)
Tagged with:
-
Well, I think the benefit would be that you can use other texture mods instead. But it's a tedious process. You have to test every time if it's working or not. If you really like to use WhyEm's textures, make it as the base for your texture mods. From there, whenever you install new texture mods, test every time to check if it'll cause the despawning issues. Until it does, then delete some texture files from WhyEm, then test again.
- 542 replies
-
- 1
-
- issues
- discussion
-
(and 5 more)
Tagged with: