Real Racing 3 Car Livery Editing

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Real Racing 3 Car Livery Editing Tutorial

Text of Real Racing 3 Car Livery Editing

  • REAL RACING 3 CAR LIVERY EDITING Compiled and Documented by: Kiotu of Real Racing 3 Indonesia (RR3I). Credits to these guys: o Luigi Aurriema, for QuickBMS o Barti, of Xentax, for QuickBMS scripts o 173future, of Real Racing Tieba, for basic PVR livery editing. o EA and FM for the Great Game. BASIC KNOWLEDGE So you want a distinctive livery that even the RR3 latest customization tool cant provide. Heres the how-to of how you can achieve that. For I have in my possession three types of device using three types of GPU that run Real Racing 3, so only these there format of RR3 textures are known by me (I dont have a Tegra device). Each of the GPU uses its own image compression technology and file container.

    GPU Image/Texture Compression Image/Texture Container

    PowerVR PVRTC4 .PVR

    Mali ETC1 .ETC.DDS

    Adreno ATITC .ATC.DDS

    After RR3 ver. 1.3.5, the image containers used for RR3 Car Liveries are archieved. So it cant be directly processed for extracting. We know it was compressed simply the naming behind those containers. e.g. .PVR.Z, .ETC.DDS.Z, .ATC.DDS.Z. With different image compression and container used, it can be a headache for some that just want to simply use a ready made liveries done by others. But the good news is, the textures used on the three devices type are interchangeable. For example, you can use PVR texture in both Adreno and Mali, Mali texture can be read by Adreno devices, and so on (go experiment yourself). So if you feel tired of editing your own textures, you can go download those liveries made by others and use it for your own device albeit the texture type of origin device. The key to using interchangeable file format is simple, by file renaming. For example: most of ready made liveries are done in PVR format, I downloaded a livery for BMW Z4 with filename: 2012_audi_r8_lms_ext_audi_sport_black.PVR. So just backup your original file, simply by adding another file extension, for example .bak, copy the downloaded file to the original livery folder on your device, and rename it. Files located in:

    Android : .depot/vehicles/nameofcar/livery/

    iOS : RealRacing3.app/res/vehicles/nameofcar/livery/ And heres the renaming scheme:

    GPU Original filename Rename Downloaded File to

    PowerVR 2012_audi_r8_lms_ext_audi_sport_black.ptc.pvr.z 2012_audi_r8_lms_ext_audi_sport_black.ptc.pvr 2012_audi_r8_lms_ext_audi_sport_black.pvr

    Mali 2012_audi_r8_lms_ext_audi_sport_black.etc.dds.z 2012_audi_r8_lms_ext_audi_sport_black.pvr

    Adreno 2012_audi_r8_lms_ext_audi_sport_black.atc.dds.z 2012_audi_r8_lms_ext_audi_sport_black.pvr

    And as you can see, RR3 will still read the unarchieved texture despite the difference in filename extension. With other types of container you can experiment with the re-naming file within the same scheme. BASIC STEPS OF EDITING TEXTURES FILES So you decided that you want to make your own livery with your own resource files, heres the steps:

    1. Un-Archieve the livery texture. 2. Converting unarchieved livery to editable format. 3. Edit the livery. 4. Convert back to format readable by RR3.

    Those are the basic steps required, since the tools used are varied from one GPU to another, the specific steps will be described per GPU type.

  • POWERVR DEVICES Tools required:

    QuickBMS, http://aluigi.altervista.org/quickbms.htm

    Main tools for un-archieving the texture files.

    RR3.bms, script to be used with QuickBMS, this is packed within RR3 tools in:

    http://forum.xentax.com/viewtopic.php?f=16&t=10300&sid=21910eb2827dd41618f5c57d1b6d07cd Texture Packer: http://www.codeandweb.com/texturepacker/download

    Tool for converting and repacking the .pvr format

    Image editing software, Photoshop, GIMP, or whatever your favorite. Procedures:

    1. Un-Archieve the livery texture. Copy or pull the livery file(s) to your PC, put it in a distinct location for easy access. Extract the RR3.bms downloaded from the specified link. Open QuickBMS, select RR3.bms, select livery file (.pvr.z), select folder for extracting. Do note that you can select multiple files for processing. You will have then the livery file in .pvr format.

  • 2. Converting unarchieved livery to editable format. Open Texture Packer, select Pro Trial if you dont wish to buy it as per now, select PVR Viewer, and pick the extracted .pvr from previous step. Choose File, Save As, select .PNG format, and select the output folder. By now we should have an image file ready for editing.

  • 3. Edit the texture file as however you like. For easier editing, you can also extract the mask file provided in the parent folder of the car livery, use this mask for filtering the selection.

    After finish with editing the texture file, flatten the images layer (if you use layers), and we need to flip the image vertically. In Photoshop, choose Image Image Rotation Flip canvas vertical. And finally save the image (still in .PNG format).

    4. Convert back to format readable by RR3 Open Texture Packer, select from menu Add Sprites, choose the modified .PNG file. The texture will then be shown in preview window, from the tab Sprites select the name of the .PNG file. Change the texture setting for PVR format readable by RR3:

  • - Tab Output o Texture Format, select PVR, o Check PVR Premultification o Image Format, select PVRTC4

    - Tab Geometry o Max size, select 1024

    - Tab Layout o Border Padding, select 0 o Shape Padding, select 0

    - Image ready to convert, select menu Publish - Fill in the name in .plist format, it will then produce both .plist, dan .PVR files, the .PVR file is what we are going

    to use.

    Open the output folder, copy the published .PVR file to the original location in your device, use the renaming scheme as pointed previously and youre done, go open the RR3 for testing.

  • MALI DEVICES I havent found a single documented method of doing texture editing for native Mali device, heres all the steps required based on my research and tinkering. Tools required:

    QuickBMS, http://aluigi.altervista.org/quickbms.htm

    Main tools for un-archieving the texture files.

    RR3.bms and ddsetc2pkm.bms, script to be used with QuickBMS, this is packed into one archieve RR3 Tools in:

    http://forum.xentax.com/viewtopic.php?f=16&t=10300&sid=21910eb2827dd41618f5c57d1b6d07cd

    Texture Packer: http://www.codeandweb.com/texturepacker/download Tool for converting and repacking the .pvr format

    PVRTexTool from Imagination, download the PowerVR SDK: http://www.imgtec.com/powervr/insider/powervr-pvrtextool.asp

    Hex File Editor, I recommend using HxD (its free.. :D) http://mh-nexus.de/en/hxd/

    Image editing software, Photoshop, GIMP, or whatever your favorite. Procedures:

    1. Un-Archieve the livery texture. Copy or pull the livery file(s) to your PC, put it in a distinct location for easy access. Extract the RR3.bms downloaded from the specified link. Open QuickBMS, select RR3.bms, select livery file (.etc.dds.z), select folder for extracting. Do note that you can select multiple files for processing. You will have then the livery file in .etc.dds format. Note this file location and whatever you do dont overwrite this file, make backup if necessary as we need this file later on. Different from step in PowerVR textures, you need to extract this etc.dds file once more to have a readable textures. Open QuickBMS, select ddsetc2pkm.bms, select the extracted etc.dds file and select the output folder. You will then be prompted for an action, you can select y for overwrite or a for append (if you are converting multiple files at the same time). The end result will be a file with .PKM extension. This file can be converted to PNG.

    2. Converting unarchieved livery to editable format. Open Texture Packer, select Pro Trial if you dont wish to buy it as per now, select PVR Viewer, and pick the extracted .PKM file from previous step. Choose File, Save As, select .PNG format, and select the output folder. By now we should have an image file ready for editing.

  • 3. Edit the texture file as however you like. For easier editing, you can also extract the mask file provided in the parent folder of the car livery, use this mask for filtering the selection.

    After finish with editing the texture file, flatten the images layer (if you use layers) and finally save the image (still in .PNG format).

    4. Convert back to format readable by RR3 Heres the trickiest part, we need to first create a set of mipmap for the new texture, which is different than in PowerVR of which can worked just by the main texture size. We need to use the original .etc.dds file to do so. Open PVRTexTool, select file. wrap raw data. I learned that by doing this we can skip all the texture containers header and directly open the raw texture in its original compression methods (which is ETC1 in this case). Choose the original .etc.dds file, and make sure the parameters sets match with the following:

  • If the correct setting is applied, the Data Offset size should automatically changed to 128 bytes, which is the correct header size of .DDS container. Press OK, the original texture will be shown, select from the Surface Browser from the left tab, and heres the result:

    As you can see, we have 11 level of mipmaps. Mipmaps are used for decreasing the texture load on the GPU, for example when we are viewing the 3D object from far view then the map used should be the less detailed one (small mipmap), and vice versa. Now we need to replace each of the mipmap level with the edited image from earlier step. Select each of the mipmap levels, right click and select load file to surface, select the edited .PNG from previous step. Do this for al