BEFORE WE START: I'm not responsible for anything you can "break" doing this, if your game does not starts, you recompile it wrong, you broke your system or deleted System 32, I don't care. Stop messing with the game RIGHT NOW. However if you're someone that understands at least a little this technical stuff, then feel free to ask questions about it. I don't really know much besides all that I wrote here though.
We all know that its possible to customizate (Aka; Mod) the Operators in our clients, and while it's only a "local" mod, some people like to have their own portraits and stuff.
I have been looking inside the game .txr files for a while, thos are pretty much protected textures that its possible to mod them pretty easily. I have read somewhere that those are uncompressed png's...but thats WRONG
. Those textures are mostly composed of TGA's and BMP files. I have decoded a few ones.
To edit textures we're gonna need 3 things:
1) An Hex Editor: I like HexEdit, its simple and easy. You can get it here
2) An image editor. Forget about Paint, get at least GIMP or if you prefer, Photoshop.
3) A way to unpack and repack files. You can get a way here
. Though you need to register to see the download.
Let me give an example of this...
First, lets take a .txr file... I prefer the 4mb in our txrs folder:
Then, lets open it with HexEdit, it will show this:
See? In the left side, we have the file in Hex, while in the right side, we have it in ASCII. I usually dont edit the ascii part since its easier to look at the Hex, however its the same...editing one will modify the other automatically.
Now, lets take a look...
The first line starts with 12-bytes: "5a 4f 41 54 45 58 31 00 00 00 00 00". That's the protection of the file, pretty much all the files have those bytes so you cant really open them with any program besides this one, or their developer tools.
Then, lets delete this "protection" if you wish, mark the bytes and press Del.
And bam! We just removed the padding that didnt let other programs open the file. Now, we have to correctly identificate the format of this file by looking at its header or footer if needed.
According to Wikipedia, the TGA Files have are like this
... That's a 18byte header. And acording to this
example it can start with: 00 00 02...That's exactly like our file!
Lets just save the file as .tga and try to open it with PS...
! We just got one of the loading screens for a Seed Mission... Now if we just add some clever PS editing...
Bam! We have translated a loading screen...actually, not really, but I wanted to add some trivia about the picture :P Now its just a matter of saving the image as a TGA again, change its extension to txr again, and compile (repack) the whole game data.
Of course, not everything is that easy, and there are OTHERS formats of textures besides TGA:
-BMP its just a standard bitmap file, you can recognize them because after the "padding" of those 12 bytes, there is a BM8 ascii key, example:
Just delete the padding, and save it as a bmp to be able to open it.
-DDS, used mostly for ingame map textures, you can recognize them because after the padding you can see them start with DDS. Some of them dont even have the padding so you can just rename them right away... However YOU WILL NEED the Nvidia DDS plugins if you want to open it with an image editor like Photoshop, you can google those for yourself I guess.
So that's all for editing textures! I hope everything is pretty much clear and some people can have some fun editing their game to their likeness. Textures are pretty much harmless and way easier than editing an operator.
Those are all the textures I have found and recognized. I'm actually searching for all the loading PVP screens but I have had no luck with those yet. If anyone wants to try out this, feel free to post your discovers!