Editing livery for the Flash GT??? Help Please!!!
Dear Anyone That Can Help!
So I have exported the yft file with Open-IV and used Texture Tool to convert the file from yft to dds and I have then gone and converted it to png and edited if with Photoshop and saved it as a png again, then I used paint.net to convert the png to dds, then imported it into Texture Tool and saved it as a yft file again and put it back into the files... Then when In-game I try to put the livery onto the car and the game instantly crashes.
Livery file location:
Can anyone please help??? Thanks in advance!
P.S. This is the Livery I'm changing: (Well it's already been Edited)
P.P.S. If anyone could make a video of how to that would even better
Note: This will be kinda general. I'm actually not too up on exactly what GTA V requires from it's .DDS textures (mostly as none of the ones I've created/edited have ever caused any problems). It is possible but textures don't normally cause a crash. They usually either don't show up or show up looking weird (I have a friend like that lol).
I'm not sure about Paint.net & it's .DDS compatibility. I've never used it. You know there are lots of different types of compression in .DDS yeah? (DXT1, DXT3, DXT5 etc). They have different capabilities. Not all are capable of having an alpha for instance. Most games expect a certain type for certain textures. You usually need to make sure you saved it as the right one.
Read the last post here for a bit more info & some tips. Google for info on GTA V .dds requirements for the specific GTA V files (livery .yft's) you are editing. The requirements (or best practice) will be different to some degree depending on exactly what you are editing.
Personally, I use Intel® Texture Works Plugin for Photoshop which will allow you to open .DDS straight into Photoshop. No converting necessary. There is also NVIDIA Texture Tools for Adobe Photoshop that does the same. When you use either of these they will give you a mipmap warning as you open them, untick the 'load mipmaps into separate layers' etc tick box (after that [Ok] & [Cancel] do the same thing (they close the box. Doesn't matter which one you choose). Note: Just remember to generate mipmaps when you save the file if you see that warning at the start
If you can't get any definite info on what is required your safest bet is Intel® Texture Works Plugin for Photoshop & export as DXT3 (if no alpha) or DXT5 (if alpha channel).
DXT1 Export Settings:
DXT5 Export Settings:
Set yourself up with Intel® Texture Works Plugin for Photoshop & see if it makes any difference & if not you are probably looking at Texture Toolkit (is that what you used?) which is in my mind a complete dick. It's the only option we have for a lot of things but OMG does it crash (if it does crash on you, just stick with it, it will work eventually ). The most common crash I've had left the file ('core.yft') at 0kb but your .yft file size looks ok.
I'm not 100% convinced this will fix your crash but it'll save you a LOT of time in the long run. You won't regret setting it up Let me know how you get on & best of luck
you could've saved yourself some steps
a livery embedded in an yft can easily be extracted by OpenIV, right bottom corner when viewing the livery.yft and select extract embedded textures
voila, there is your PNG or DDS depending on OpenIV's export setting you chose
edit in Photoshop and use this NVIDIA DDS plugin to save as 8 bit DDS DXT5 Mipmaps 10
Drag that DDS back - having the same name - into the yft via Texture Toolkit
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@a63nt-5m1th I have tried everything that you suggested for me to do and I still get the same crash... plus I wouldn't be the textures that make my game crash because I say "Unverified cache" which would imply that I have not converted the files properly or something with the file size difference... But Thanks for the help anyway, It did give me more options to try.
@ReNNie I have tried exactly what you put and it didn't work I even try re-texturing the whole thing again and nothing happened, Thanks for the help but I can't get it to work...