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Difference between revisions of "UPK Explorer"

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[https://www.nexusmods.com/site/mods/587 UPK Explorer] is a universal Unreal Engine 3 Modding tool. This tool is capable of texture modding, object property editing, material editing and mesh swapping.
+
[https://www.nexusmods.com/site/mods/587 UPK Explorer] is a universal Unreal Engine 3 Modding tool, with limited compatibility for some Unreal Engine 2 games. This tool is capable of editing many aspects of Unreal Engine 2/3 games including the modification of textures, object properties, meshes and materials.
 +
==Getting Started==
 +
 
 +
===Getting Started with [https://www.nexusmods.com/site/mods/587 UPK Explorer]===
 +
* '''Step 1''': Download [https://www.nexusmods.com/site/mods/587 UPK Explorer].
 +
* '''Step 2''': Extract [https://www.nexusmods.com/site/mods/587 UPK Explorer] to a folder you will remember. We recommend C:\Modding Programs\Unreal\UPK Explorer.
 +
* '''Step 3''': Open UPK Explorer.exe
 +
* '''Step 4''': Set your working folder. We recommend C:\UPK Working. This is where your objects will be dumped and injected from.
 +
 
 +
===Getting Started with [https://www.nexusmods.com/site/mods/588 TFC Installer]===
 +
{{ii}} Multiple texture packs/game patches can update the same package file. For instance, a mod that turns Robin's hair blond will not conflict with a mod that changes the colour of his suit.
 +
{{ii}} The texture pack/game patch installed last will take precedent if the same textures/object are edited in both packs.
 +
{{ii}} If you are using [https://www.nexusmods.com/site/mods/588 TFC Installer] via Vortex, make sure to check for updates before installing any mods as new mods may require the latest [https://www.nexusmods.com/site/mods/588 TFC Installer] in order to function correctly.
 +
* '''Step 1''': Download [https://www.nexusmods.com/site/mods/588 TFC Installer].
 +
* '''Step 2''': Extract [https://www.nexusmods.com/site/mods/588 TFC Installer] to a folder you remember. We recommend C:\Modding Programs\Unreal\TFC Installer.
 +
* '''Step 3''': Open TFC Installer.exe
 +
* '''Step 4''': Select your game folder.
 +
* '''Step 5''': Select your mod folder.
 +
* '''Step 6''': Click Update [Game] or Update [DLC] or Update All.
  
 
==Basic features==
 
==Basic features==
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! style="width: 250px" | Feature !! style="width: 250px" | Additional Information
 
! style="width: 250px" | Feature !! style="width: 250px" | Additional Information
 
|-
 
|-
| SHA Check Bypass || Bypasses SHA checks that some games use. The exe will be patched alongside the installation of a texture pack.
+
| SHA Check Bypass || Bypasses SHA checks that some games use. The exe will be patched alongside the installation of a texture pack or game patch.
 
|-
 
|-
 
| Texture Export || Exports textures in DDS format.
 
| Texture Export || Exports textures in DDS format.
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|-
 
|-
 
| Texture Pack Creation || Creates texture packs that can be installed with [https://www.nexusmods.com/site/mods/588 TFC Installer].
 
| Texture Pack Creation || Creates texture packs that can be installed with [https://www.nexusmods.com/site/mods/588 TFC Installer].
 +
|-
 +
| TOC/Uncompressed_Size Patcher || Uncompressed_size and TOC files are automatically updated when a texture pack or game patch is installed as needed.
 
|-
 
|-
 
|}
 
|}
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! style="width: 250px" | Feature !! style="width: 250px" | Additional Information
 
! style="width: 250px" | Feature !! style="width: 250px" | Additional Information
 
|-
 
|-
 +
| FBX Model Export || Allows the user to export Static and Skeletal meshes to FBX format from the object editor.
 
|-
 
|-
| FBX Model Export || Allows the user to export Static and Skeletal meshes to FBX format directly from the Meshes tab.
+
| FBX Model Import (EXPERIMENTAL) || Allows the user to import Static and Skeletal meshes to FBX format from the object editor. This feature is known to be somewhat temperamental and is being updated and improved regularly.
 
|-
 
|-
 
| Game Patch Creation|| Allows for modifications of multiple game packages (mesh swaps, property edits etc) to be installed at once without needing to provide the package file to the end user. Can be installed alongside TexturePacks with [https://www.nexusmods.com/site/mods/588 TFC Installer].   
 
| Game Patch Creation|| Allows for modifications of multiple game packages (mesh swaps, property edits etc) to be installed at once without needing to provide the package file to the end user. Can be installed alongside TexturePacks with [https://www.nexusmods.com/site/mods/588 TFC Installer].   
 
|-
 
|-
| Import Table Editor || Allows the user to add new imports to the UPK.
+
| Import Table Copy/Paste || Allows the user to copy multiple entries at once from one import table to another.
 +
|-
 +
| Import Table Editor || Allows the user to add new, remove and edit imports to the package file.
 
|-
 
|-
| Material Editor || Allows the user to edit materials from within the UPK.
+
| Material Editor || Allows the user to edit materials from within the package file.
 
|-
 
|-
 
| Mesh Displacement || Allows the user to change the mesh origin point, allowing the mesh to move to another location relative to its original placement.
 
| Mesh Displacement || Allows the user to change the mesh origin point, allowing the mesh to move to another location relative to its original placement.
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| Name Table Editor || Allows the user to rename any asset within the UPK, including longer or shorter strings.
 
| Name Table Editor || Allows the user to rename any asset within the UPK, including longer or shorter strings.
 
|-
 
|-
| Object Deletion || Allows the user to delete objects from a UPK file.
+
| Object Deletion || Allows the user to delete objects from a package file.
 
|-
 
|-
 
| Object Import/Export || Allows the user to import and export objects to and from binary files.
 
| Object Import/Export || Allows the user to import and export objects to and from binary files.
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|-
 
|-
 
| Properties Editor|| Allows the user to edit the properties of classes within the UPK.
 
| Properties Editor|| Allows the user to edit the properties of classes within the UPK.
 +
|-
 +
| Sound Import || [Coming Soon]
 +
|-
 +
| Sound Export || [Coming Soon]
 
|-
 
|-
 
|}
 
|}
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==General Tutorials==
 
==General Tutorials==
 +
 +
===How to create a texture replacement mod===
 +
* '''Step 1''': Within [https://www.nexusmods.com/site/mods/587 UPK Explorer], click "Open Game Folder" and select your game's install folder. For example, '''H:\SteamLibrary\steamapps\common\Dishonored'''. select the base game or DLC you wish to mod, then navigate to the "Extract Textures" tab and extract the textures you desire.
  
===How to install mods with [https://www.nexusmods.com/site/mods/588 TFC Installer]===
+
* '''Step 2''': Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; '''[UPK Working]\Dishonored\Exports\PF_DXT1'''.  
{{ii}} Multiple texture packs can update the same UPK. For instance, a mod that turns Robin's hair blond will not conflict with a mod that changes the colour of his suit.
+
* '''Step 3''': Open the DDS files from the Exports\PF_DXT1 folder with your image editor of choice, edit them as desired, then move the textures from '''Exports'''\PF_DXT1 to '''Imports'''\PF_DXT1.
{{ii}} The texture pack installed last will take precedent if the same textures are present in both packs.
 
{{ii}} "Uninstall All" will revert the game back to its original state. Only the original vanilla UPK is backed up automatically, not modded ones. 
 
* '''Step 1''': Download and run [https://www.nexusmods.com/site/mods/588 TFC Installer] 
 
* '''Step 2''': Set your Game Directory. (This will be the base installation folder. Eg; Steam\SteamApps\Common\Batman Arkham Knight)
 
* '''Step 3''': Click "Texture Pack"
 
* '''Step 4''': Navigate to the folder of your Texture Pack. This will be the folder with a .TFCMapping file inside.
 
* '''Step 4''': Click "Update". Depending on the texture pack, you may have to update DLC files as well as base game ones.
 
  
===How to create a texture replacement mod===
+
* '''Step 4''': Within [https://www.nexusmods.com/site/mods/587 UPK Explorer], navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
* '''Step 1''': Within UPK Explorer, open your game/DLC folder and extract the required textures.
+
* '''Step 5''': With the texture pack created, open [https://www.nexusmods.com/site/mods/588 TFC Installer], input your game folder and mod folder and click "Update".
* '''Step 2''': Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham Knight\Exports\PF_DXT1.
 
* '''Step 3''': Edit them with your image editor of choice and then move the textures from Exports\PF_DXT1 to Imports\PF_DXT1.
 
* '''Step 4''': Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
 
* '''Step 5''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
 
 
* '''Step 6''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
 
* '''Step 6''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
  
 
===How to convert texture mods from Texmod to TFC Installer===
 
===How to convert texture mods from Texmod to TFC Installer===
* '''Step 1''': Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
+
* '''Step 1''': Within [https://www.nexusmods.com/site/mods/587 UPK Explorer], open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
* '''Step 2''': Use TPFExtract.exe to extract Texmod's TPF file.
+
* '''Step 2''': Use TPFExtract.exe to extract Texmod's TPF file. If extracted correctly you should now see the textures in a workable format.
* '''Step 3''': Navigate to the textures you have extracted from UPK Explorer. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham City\Exports\PF_DXT1.
+
* '''Step 3''': Navigate to the textures you have extracted from [https://www.nexusmods.com/site/mods/587 UPK Explorer]. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham City\Exports\PF_DXT1.
* '''Step 4''': Rename the numbered textures from the TPF file to the names of the ones extracted by UPKExplorer.
+
* '''Step 4''': Open the textures you extracted from the TPF archive with the image editor of your choice and save them as DDS, overwriting the other DDS files in your Exports folder. It's important to keep the correct pixel format.
* '''Step 5''': Open them with the image editor of your choice and save as DDS. It's important to keep the correct pixel format.
+
* '''Step 5''': Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within [https://www.nexusmods.com/site/mods/587 UPK Explorer], navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
* '''Step 6''': Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1.
+
* '''Step 6''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
* '''Step 7''': Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
+
* '''Step 7''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
* '''Step 8''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
 
* '''Step 9''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
 
 
{{ii}} Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
 
{{ii}} Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
  
 
===How to convert texture mods from Resorep/Special K to TFC Installer===
 
===How to convert texture mods from Resorep/Special K to TFC Installer===
* '''Step 1''': Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
+
* '''Step 1''': Within [https://www.nexusmods.com/site/mods/587 UPK Explorer], open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
* '''Step 2''': Navigate to the textures you have extracted from UPK Explorer. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham Knight\Exports\PF_DXT1.
+
* '''Step 2''': Rename the numbered textures from the Resorep/Special K textures folder to the names of the ones extracted by [https://www.nexusmods.com/site/mods/587 UPK Explorer].
* '''Step 3''': Rename the numbered textures from the Resorep/Special K textures folder to the names of the ones extracted by UPKExplorer.
+
* '''Step 3''': Some DDS files may need to be resaved to the correct pixel format with mipmaps generated.
* '''Step 4''': Open them with the image editor of your choice and save as DDS. It's important to keep the correct pixel format.
+
* '''Step 4''': Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within [https://www.nexusmods.com/site/mods/587 UPK Explorer], navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
* '''Step 5''': Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham Knight\Imports\PF_DXT1.
+
* '''Step 6''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
* '''Step 6''': Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
+
* '''Step 7''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
* '''Step 7''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
 
* '''Step 8''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods
 
 
{{ii}} Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
 
{{ii}} Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
  
 
==Advanced Tutorials==
 
==Advanced Tutorials==
 +
{{ii}} All "Advanced Tutorials" will require UPK Explorer to be set to Advanced Mode or Developer Mode.
 +
 +
===How to create single package edits===
 +
{{ii}} It is recommended to back up your original files before making single package edits that replace existing files. Single package edits are recommended only for mods that add new package files, such as skins or maps.
 +
* '''Step 1''': Within UPK Explorer, open your package file directly with the "Open Package File" option.
 +
* '''Step 2''': Make your desired changes to the package and click "Save Copy".
 +
* '''Step 3''': Delete your original file and remove the _Copy suffix.
  
 
===How to create a Game Patch===
 
===How to create a Game Patch===
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* '''Step 5''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
 
* '''Step 5''': To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
  
===How to swap meshes===
+
===How to add multiple entries into an Import Table at once.===
* '''Step 1''': Within UPK Explorer, open the UPK with the mesh you wish to export.
+
* '''Step 1''': Within UPK Explorer, open the package file you wish to copy the imports from.
 +
* '''Step 2''': Go to the Object Imports tab, press Control+A to select all, right click and copy.
 +
* '''Step 3''': Within UPK Explorer, open the package file you wish to add the imports to.
 +
* '''Step 4''': Open the Object Imports tab and click the paste button.
 +
* '''Step 5''': You may get errors about unresolved packages. To fix this, you must go to the Objects tab and add the packages and hierarchy that the import expects. Then paste again.
 +
 
 +
===How to replace a name===
 +
{{ii}} It is recommended not to replace names with game patches. Instead, use the add new name method and assign your new name to the object.
 +
* '''Step 1''': Within UPK Explorer, open your package file either via the game folder or opening the package directly.
 +
* '''Step 2''': Navigate to the "Names" tab.
 +
* '''Step 3''': Find the name you wish to replace.
 +
* '''Step 4''': Click the name and replace as needed.
 +
* '''Step 5''': Save copy.
 +
 
 +
===How to add a new name===
 +
* '''Step 1''': Within UPK Explorer, open your package file either via the game folder or the package directly.
 +
* '''Step 2''': Within UPK Explorer, find the object with the current name from the "Objects" tab.
 +
* '''Step 3''': Click the name of the object and remove the old name.
 +
* '''Step 4''': Type in your new name and click "Create new name" when prompted.
 +
* '''Step 5''': Save copy/create game patch.
 +
 
 +
===How to swap binary objects===
 +
* '''Step 1''': Within UPK Explorer, open the package with the object you wish to export.
 
* '''Step 2''': Navigate to Edit Package>Objects.
 
* '''Step 2''': Navigate to Edit Package>Objects.
* '''Step 3''': Search for the mesh you are looking for. It is also recommended that you enter "StaticMesh" or "SkeletalMesh" in the search bar, along with ticking 'Exact type match' for easier navigation.
+
* '''Step 3''': Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
* '''Step 4''': Once you have found your desired mesh, click export and then click save.  
+
* '''Step 4''': Once you have found your desired object, click export and then save.  
* '''Step 5''': Open the target UPK. This is the UPK you wish to replace the mesh in.
+
* '''Step 5''': Open the target package. This is the UPK you wish to replace the object in.
* '''Step 6''': Navigate to Edit Package>Objects.
+
* '''Step 6''': Navigate to the Objects tab.
* '''Step 7''': Search for the mesh you are looking for. It is also recommended that you enter "StaticMesh" or "SkeletalMesh" in the search bar, along with ticking 'Exact type match' for easier navigation.
+
* '''Step 7''': Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
* '''Step 8''': With the target mesh selected, click "Import". You may now decide which properties to import (data from the new mesh) preserve (data from the original mesh) or none, which will remove all properties. Depending on the mesh you are importing, certain properties may need to be imported/exported. It is recommended to try different combinations if things don't appear as they should. If unsure, click preserve all and ignore any new properties being added.
+
* '''Step 8''': With the target object selected, click "Import". You may now decide which properties to import (data from the new object) and preserve (data from the original object) or you can deselect both, which will remove the property.  
 +
{{ii}} Depending on the object you are importing, certain properties may need to be imported/preserved. It is recommended to try different combinations if things don't appear as they should. If unsure, preserve all and ignore any new properties being added.
 +
 
 +
===How to modify SWF/GFX movie files===
 +
{{ii}}A great [https://www.nexusmods.com/batmanarkhamcity/articles/48 guide] to modifying SWFMovie files was created by NeverAloneInTheAsylum
 +
* '''Step 1''': Within UPK Explorer, open the package file you wish to modify.
 +
* '''Step 2''': Go to the objects tab and search by type SWF or GFX.
 +
* '''Step 3''': Find your desired SWF/GFX and click Export SWF.
 +
* '''Step 4''': Edit the SWF/GFX file inside an editing tool, we recommend JPEXS Free Flash Decompiler.
 +
* '''Step 5''': Once edited, export back as SWF/GFX.
 +
* '''Step 6''': Within UPKExplorer, click Import SWF/GFX.
 +
* '''Step 7''': Now that you have imported your desired SWF/GFX, click "save copy" or "create game patch".
 +
 
 +
===Material Editing===
 +
 
 +
====How to replace textures used in your Material====
 +
'''Step 1''': Navigate to your Material or Material Instance Constant from the object editor.<br>
 +
'''Step 2''': Replace the texture references from the Textures tab.<br>
 +
{{ii}} Some materials will be incompatible with some Pixel Formats. For example, if a material is expecting a V8U8 texture and you use a DXT1 to replace it, you may run into problems ingame.<br>
 +
'''Step 3''': Save copy if editing a singular package or create game patch to save your newly edited material.<br>
 +
 
 +
====How to replace/edit properties used in your Material====
 +
'''Step 1''': Navigate to your Material or Material Instance Constant from the object editor.<br>
 +
'''Step 2''': Find the property you wish to edit, usually this will be in an array of either ScalarParameterValues or VectorParameterValues.<br>
 +
'''Step 3''': Find the parameter name of the property you wish to edit; example: Cloth_Modulation_Color and change the parameter value as needed.<br>
 +
{{ii}} Do not use TextureParameterValues for editing texture references. Doing so will not update every reference of the texture. It is recommended to do so only in the Textures tab.<br>
 +
 
 +
===FBX Modding===
 +
 
 +
====FBX Modding Tutorials====
 +
{{ii}} Please note that Arkham Knight will need decompressed UPKs for most FBX modding. Game patches for Arkham Knight mesh mods may work but are somewhat unsupported for the time being.
 +
 
 +
=====How to Export FBX models from UPK Explorer=====
 +
Open the UPK and go to the objects tab. Search for your mesh and if supported within UPK Explorer, you can and export it by clicking the "Export FBX" button.
 +
{{ii}} Make sure to click "Export FBX" and not "Export" - "Export" will export a .staticmesh or .skeletalmesh binary file which will be incompatible with mesh editors.
 +
 
 +
=====How to prepare your FBX for UPK Explorer import=====
 +
1: You must have proper bone weights assigned where necessary (not needed for static meshes).<br>
 +
2: You must have the same skeleton/bones as the mesh you're replacing.<br>
 +
3: You must have a vertex count of less than 65535 (some games will allow you to have more but for most games 65535 will be the limit per mesh.)<br>
 +
4: You must export with the recommended settings for each program.<br>
 +
 
 +
=====How to import an FBX file=====
 +
* '''Step 1''': Within UPK Explorer, open the package file you wish to modify.
 +
* '''Step 2''': Go to the Objects tab, search by type StaticMesh or SkeletalMesh, depending on the mesh you wish to export.
 +
* '''Step 3''': Find your desired mesh and click Export FBX.
 +
* '''Step 4''': Edit the FBX with an editor such as Maya or Blender.
 +
* '''Step 5''': Save the mesh with the following [https://staticdelivery.nexusmods.com/mods/2295/images/587/587-1702502870-1681632017.jpeg settings].
 +
* '''Step 6''': Within UPKExplorer, import the FBX you have now created by clicking "Import FBX."
 +
* '''Step 7''': Import the FBX file and click save copy or create game patch.
 +
 
 +
====Correct FBX Export Settings====
 +
=====Correct FBX Export settings for Blender=====
 +
'''Transform'''<br>
 +
* Forward: -Y Forward.<br>
 +
* Up: "Z Up".<br>
 +
* Apply Space Transform=False.<br>
 +
'''Geometry'''<br>
 +
* Triangulate Faces=True.<br>
 +
* Tangent Space=True.<br>
 +
'''Armature'''<br>
 +
* Armature FBX=Root.<br>
 +
* Add Leaf Bones=False.<br>
 +
 
 +
=====Correct FBX Export settings for Maya=====
 +
'''Geometry'''<br>
 +
* Smoothing Groups=True.<br>
 +
* Tangents and Binormals=True.<br>
 +
{{ii}} It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.<br>
 +
'''Axis Conversion'''<br>
 +
* Up Axis=Z. <br>
 +
'''FBX File Format'''<br>
 +
* Type: Binary<br>
 +
* Version: FBX 2014/2015 <br>
 +
 
 +
=====Correct FBX Export settings for 3DS Max=====
 +
'''Geometry'''<br>
 +
* Smoothing Groups=True.<br>
 +
* Tangents and Binormals=True.<br>
 +
* Triangulation=True.<br>
 +
{{ii}} It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.<br>
 +
* Convert Deforming Dummies to Bones=False. <br>
 +
'''Advanced Options'''<br>
 +
'''Axis Conversion'''<br>
 +
* Up Axis=Z. <br>
 +
'''FBX File Format'''<br>
 +
* Type: Binary<br>
 +
* Version: FBX 2014/2015 <br>
  
A great tutorial for Spec Ops: The Line mesh swapping has been created over on the [https://steamcommunity.com/sharedfiles/filedetails/?id=2414980969 Steam Community] website by Yossarian the Assyrian.
+
===Audio Modding===
  
 +
====Known Audio Formats ====
 +
{| class="page-normaltable pcgwikitable sortable"
 +
|-
 +
! style="width: 550px" | Format !! style="width: 750px" | Status
 +
|-
 +
| FMOD || Currently not supported. <br>
 +
|-
 +
| RiotSound || Currently not supported. <br>
 +
|-
 +
| SoundNodeWave || Fully supported. <br>
 +
|-
 +
| SoundNodeWaveEx || Preview, export and import is supported. May require external tools to convert to and from. <br>
 +
|-
 +
| WWise || Currently not supported.<br>
 +
|-
 +
|}
  
==Batman: Arkham Tutorials==
+
====How to export and import Audio files====
 +
'''Step 1''': Open your games folder in UPK Explorer and go to the Sounds tab. <br>
 +
'''Step 2''': Locate your desired audio file from the list. You will see the package it is contained in, as well as the audio format.<br>
 +
'''Step 3''': Go to the create game patch tab and open the package file your audio is contained in. ex; Sounds\ObjectSnd.uax <br>
 +
'''Step 4''': Click on your audio object. From here you can export the audio data. The file format will automatically be detected for you.<br>
 +
'''Step 5''': Edit your audio file as desired or import a new audio file.<br>
 +
{{ii}} Some games will be very strict when it comes to audio import. Make sure you keep the bitrate and number of channels the same as the game. For example, some games will require you to downmix to mono first or the audio file will refuse to play ingame.<br>
  
===How to create a non-replacer (DLC) texture mod for Batman: Arkham Knight===
+
====How to edit BIK Audio files====
 +
{{ii}} As BIK does not have a preview, it may take some trial and error to get the sound you wish to edit.<br>
 +
'''Step 1''': Export your BIK sound.<br>
 +
'''Step 2''': Use RAD Video Tools to convert to MP3 or similar. <br>
 +
'''Step 3''': Import your new MP3 into Audacity. <br>
 +
'''Step 4''': Edit as needed. And export to MP3. <br>
 +
'''Step 5''': Use RAD Video Tools to convert your new MP3 to BIK by selecting your MP3 file and clicking "Bink it!" then "Bink." <br>
 +
'''Step 5''': Import the new BIK file into UPK Explorer and save copy/create game patch. <br>
 +
 
 +
=Game-Specific tutorials=
 +
===Batman: Arkham Tutorials===
 +
 
 +
====How to create a new suit slot (DLC) mod for Batman: Arkham Knight====
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
 
{{ii}} You may need to decompress your UPK files before following this guide. To decompress, use Gildor's [https://www.gildor.org/downloads Unreal Package Decompressor].
 
{{ii}} You may need to decompress your UPK files before following this guide. To decompress, use Gildor's [https://www.gildor.org/downloads Unreal Package Decompressor].
 
{{ii}} The following steps may not apply to all games. For this example we will be using Batman Arkham Knight and creating a new slot for the Dark Magic Harley Quinn skin.
 
{{ii}} The following steps may not apply to all games. For this example we will be using Batman Arkham Knight and creating a new slot for the Dark Magic Harley Quinn skin.
 +
|-
 +
* '''Step 1 - Locating the files'''
 +
For this mod we will need Harley Quinn's files. These can be located in the following directories:
 +
Playable_DLCHarleyQuinn_Std_SF.upk - '''steamapps\common\Batman Arkham Knight\DLC\313100\Content\BmGame\CookedPCConsole'''
 +
Showcase_Characters_Harley.upk & Showcase_UI_HarleyQuinn_SF.upk - '''steamapps\common\Batman Arkham Knight\BmGame\CookedPCConsole'''
 +
Open UPK Explorer and click Open Package File, then navigate to the Playable_DLCHarleyQuinn_Std_SF.upk file.
 +
* '''Step 2 - Extracting textures'''
 +
Go to the "Extract Textures" tab and click extract all at the bottom of the list. You will find them in UPK Working Folder. Ex; '''UPK Working\Batman Arkham Knight\Exports\PF_DXT1.'''
 +
* '''Step 3 - Editing textures''':
 +
Edit your textures as necessary, save as DDS with the same pixel formatting as the original and move them to the correct folder. For example, anything modified from '''UPK Working\Batman Arkham Knight\Exports\PF_DXT1''' belongs in '''UPK Working\Batman Arkham Knight\Imports\PF_DXT1'''.
 +
* '''Step 4 - Injecting textures'''
 +
Inject your textures by going to the "Inject Textures" tab. Make sure you see all of your textures in the list and click "Inject textures and save a copy". Do this for both Showcase and Playable files.
 +
* '''Step 5 - Renaming strings''':
 +
Open your new "*_copy.upk files" and navigate to Edit Package>Names. You will need to change the names of the textures you have modified as well as the file names for showcase, icon and playable. For example the original strings for the playable file are "playable_dlcharleyquinn_std" and "Playable_DLCHarleyQuinn_Std_SF". Change these to playable_dlcharleyquinn_dmg and Playable_DLCHarleyQuinn_DMG_SF respectively and click "Save copy".
 +
* '''Step 6 - Showcase_UI'''
 +
Open Showcase_UI_HarleyQuinn_SF.upk and change its strings from "Showcase_UI_HarleyQuinn" to "Showcase_UI_GothicQuinn", save copy.
 +
* '''Step 7 - Renaming the UPKs'''
 +
Rename the *_copy_copy.upk files to "Playable_DLCHarleyQuinn_DMG_SF.upk" and "Showcase_Characters_GothicHarl" respectively. Also change Showcase_UI_HarleyQuinn_SF_copy.upk to Showcase_UI_GothicQuinn_SF.upk
 +
* '''Step 8 - DLC Subfolders'''
 +
Create your DLC subfolders. The folder will look something like this: "DLC\313100\DARKMAGICHARLEY". You will want to place your ini file inside DARKMAGICHARLEY\Config. Your new Showcase and Playable UPKs will go in DARKMAGICHARLEY\CookedPCConsole and your Localization file will go in DARKMAGICHARLEY\Localization\INT.
 +
* '''Step 9 - The BmGame.ini file'''
 +
The BmGame.ini file will go inside '''DARKMAGICHARLEY\Config'''. It should look something like this:
 +
|-
 +
{| class="wikitable"
 +
|-
 +
|-
 +
| [Bmgame.RGameInfo]
 +
+DLCBundlesInstalled="DarkMagicHarley"
 +
 +
; ; Needs to be included to unlock default version of skin
 +
.ShowcaseItems=( Page="Players", Item="BatmanMk2", Skin="Playable_Batman_Std", Levels="Showcase_Ambient_Background|Showcase_Players_Batmanmk2", Camera="HumanL", SortIndex=100, Unlocked=TRUE )
 +
 +
.ShowcaseItems=( Page="Players", Item="GothicQuinn", Skin="Playable_DLCHarleyQuinn_DMG", Levels="Showcase_Ambient_Background|Showcase_Characters_GothicHarl", Camera="HumanM", SortIndex=500, DLC=TRUE, Unlocked=TRUE )
 +
|}
 +
|-
 +
* '''Step 10 - The GFxUI.int file'''
 +
The GFxUI.int file will go inside '''DARKMAGICHARLEY\Localization'''. It should look something like this:
 +
 +
{| class="wikitable"
 +
|-
 
|-
 
|-
* '''Step 1''': Open your Arkham Knight game folder with UPK Explorer and select Batman Arkham Knight>Harley Quinn Story Pack.
+
| [Showcase]
* '''Step 2''': Extract the required textures. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham Knight\Exports\Harley Quinn Story Pack\PF_DXT1
+
GothicQuinn=DARK MAGIC HARLEY QUINN SKIN
* '''Step 3''': Edit your textures as necessary and place them into UPK Working\Batman Arkham Knight\Imports\PF_DXT1.
+
 
* '''Step 4''': Inject your textures through [https://www.nexusmods.com/site/mods/587 UPK Explorer] directly for each UPK by clicking "Open UPK File", selecting your UPK and then once opened, navigate to the "Inject Textures" tab. Make sure you see all of your textures in the list and click "Inject textures and save a copy".
+
GothicQuinn_Desc=The darkness within.
* '''Step 5''': Once injected, open your new "*_copy.upk files" and navigate to Edit Package>Names, then change the names of the modified textures, as well as the file names for showcase, icon and playable. For example the original strings for the playable file are "playable_dlcharleyquinn_std" and "Playable_DLCHarleyQuinn_Std_SF". Change these to playable_dlcharleyquinn_dmg and Playable_DLCHarleyQuinn_DMG_SF respectively and click "Save copy".
+
|}
{{ii}} You can now delete the original *_copy.upk files.
+
 
* '''Step 7''': Rename the *_copy_copy.upk files to match the new ones. In this instance we will change "Playable_DLCHarleyQuinn_Std_SF_copy_copy.upk" to "Playable_DLCHarleyQuinn_DMG_SF.upk".
+
* '''Step 11 - Showcase Icon Replacement'''
* '''Step 8''': Create your DLC subfolders. The folder will look something like this: "DLC\313100\DARKMAGICHARLEY". You will want to place your ini file inside DARKMAGICHARLEY\Config. Your UPKs will go in DARKMAGICHARLEY\CookedPCConsole and your Localization file will go in DARKMAGICHARLEY\Localization\INT.
+
Now that you have your new suit slot ingame you will notice a duplicate Harley Quinn icon. To create a new one it is best to zoom in on Harley and take a screenshot. You will then want to open up the showcase_ui texture in UPK - Working\Batman Arkham Knight\Exports\PF_DXT1 and paste your screenshot over it, lining it up with the original as close as possible and save the texture with DXT1 compression, then inject as before.
* '''Step 9''': To share your newly created DLC mod, simply zip the equivilent of your DARKMAGICHARLEY folder. You may also wish to create a dummy folder of the numbers, in case your mod uses assets from a particular DLC.
+
* '''Step 12 - Sharing your mod''':  
 +
 
 +
To share your newly created DLC mod, simply zip the equivilent of your DARKMAGICHARLEY folder. You may also wish to create a dummy folder of the numbers, in case your mod uses assets from a particular DLC.
 
{{ii}} It is recommended NOT to use the DLC method to replace skins as this will cause conflicts with skins that use [https://www.nexusmods.com/site/mods/588 TFC Installer]. Only use [https://www.nexusmods.com/site/mods/588 TFC Installer] for replacing skins.
 
{{ii}} It is recommended NOT to use the DLC method to replace skins as this will cause conflicts with skins that use [https://www.nexusmods.com/site/mods/588 TFC Installer]. Only use [https://www.nexusmods.com/site/mods/588 TFC Installer] for replacing skins.
  
===How to create make glowing eyes for Batman: Arkham Knight===
+
====How to create a new Batmobile slot (DLC) mod for Batman: Arkham Knight====
 +
* '''Step 1''': Follow the same steps as for the New Suit Slot guide. This time using Playable_BatmobileName_SF.
 +
* '''Step 2''': Open the UPK and navigate to the object editor.
 +
* '''Step 3''': Find the Batmobile_BatmobileName_Archetype package and rename it to Batmobile_Rocksteady_Archetype
 +
* '''Step 4''': Find the BatmobileName RVehicleBatmobile object and rename it to Batmobile_Rocksteady
 +
* '''Step 5''': Save copy, delete original and remove _copy suffix.
 +
Credits for this guide go to kbachani
 +
 
 +
====How to create make glowing eyes for Batman: Arkham Knight====
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
Line 168: Line 383:
 
* '''Step 7''': Save UPK, delete original and remove the _copy suffix.
 
* '''Step 7''': Save UPK, delete original and remove the _copy suffix.
  
===How to make materials invisible Batman: Arkham Knight===
+
====How to convert any UPK into a playable skin====
* '''Step 1''': Open your Arkham Knight skin's UPK.
+
{{ii}} This guide is applicable to Arkham City, Origins and Knight.
* '''Step 2''': Go to Names and add the name "Invisible".
+
{{ii}} It is recommended to export the RAddContentPlayerCharacterMesh object from a character that has ExtraMeshes, such as Azrael.
* '''Step 3''': Find Character_Shared_BM3 in the Objects tab.
+
* '''Step 1''': Open your character's UPK.<br>
* '''Step 4''': Under Character_Shared_BM3 you will see "Materials" followed by "SKIN_DECOWL_MASTER_MAT".
+
* '''Step 2''': Navigate to the "Object Imports" tab and add new import with the following:.<br>
* '''Step 5''': Export "SKIN_DECOWL_MASTER_MAT", then reimport it as copy, setting all properties to NA.
+
{| class="wikitable"
* '''Step 6''': Rename the "SKIN_DECOWL_MASTER_MAT_0" to "Invisible" and remove the "_0" suffix.
+
|-
* '''Step 7''': Go to your skeletalmesh files and set the desired materials to "Invisible"
+
|-
 +
|
 +
|Package=Core
 +
|Type=Class
 +
|Name=RAddContentPlayerCharacterMesh
 +
|Owner=BmGame
 +
|}
 +
 
 +
* '''Step 3''': Create a new package in the "Objects" tab, name it the same as your desired character skin eg "Playable_Batman_TwoFace
 +
* '''Step 4''': Import a RAddContentPlayerCharacterMesh file as a child in that new package.<br>
 +
* '''Step 5''': Choose your MainMesh, BodyMesh and PhysicsAsset as desired.<br>
 +
* '''Step 6''': Rename the file name string (eg "Death_TwoFace" to "Playable_Batman_TwoFace_SF".<br>
 +
* '''Step 7''': Save copy and rename your copied file from "Death_TwoFace" to "Playable_Batman_TwoFace_SF"<br>
 +
* '''Step 8''': Follow the new suit slot guide to turn it into a unique skin.<br>
 +
 
 +
====How to make materials invisible Batman: Arkham Knight====
 +
* '''Step 1''': Open Arkham Knight's Startup.upk.<br>
 +
* '''Step 2''': Export Character_Shared_BM3\Materials\Invisible.<br>
 +
* '''Step 3''': Open your skin's .UPK.<br>
 +
* '''Step 4''': Click "Import package at root" at the top left of the the Objects tab and select your exported Character_Shared_BM3.Materials.Invisible.Material."<br>
 +
* '''Step 5''': Click "Import as new object, then click ok.<br>
 +
* '''Step 6''': Go to your skeletalmesh files and set the desired sections to "Invisible"<br>
 +
 
 +
====How to make eyelashes invisible in Batman: Arkham Knight====
 +
* '''Step 1''': Open the "Playable_Batman_Std_SF" UPK on Batman Arkham Knight\BmGame\CookedPCConsole.
 +
* '''Step 2''': Go to Edit Package>Extract Textures
 +
* '''Step 3''': Find "Batman_BM3_V2_Ben\Maps\Batman_BM3_V2_Wetline_R" and extract it.
 +
* '''Step 4''': Go to your UPK Explorer working folder, eg. "UPK Working\Batman Arkham Knight\Exports\PF_DXT1"
 +
* '''Step 5''': Open "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R.dds" on a editing program and make everything black, then save as DDS as the pixel format: DXT_1.
 +
* '''Step 6''': Move the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" to your Imports folder, eg. "UPK Working\Batman Arkham Knight\Imports\PF_DXT1"
 +
* '''Step 7''': Open your Arkham Knight skin's UPK.
 +
* '''Step 8''': Go to "Inject textures" and Inject all textures if you only have the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" texture.
 +
* '''Step 9''': Go to the Showcase UPK file of your mod and rename "Batman_BM3_V2_Wetline_Mat_INST" as it is preloaded in the Showcase and therefore it will only work in-game.
 +
* '''Step 10''': Save UPK, delete original and remove the _copy suffix.
 +
 
 +
====How to swap Characters with New Suit Slots for Batman: Arkham Knight====
 +
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
 +
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
 +
{{ii}} You may need to decompress your UPK files before following this guide. To decompress, use Gildor's [https://www.gildor.org/downloads Unreal Package Decompressor].
 +
 
 +
* '''Step 1''': Open the UPK you want to convert to another character, for example, for this tutorial we will choose the Flashpoint Batman skin, we choose the UPKS with "FlashParadox" on it, "Playable_Batman_FlashParadox" and "Showcase_UI_BatmanFlashParadox"
 +
* '''Step 2''': Go to the Playable UPK, search "Playable_Batman_FlashParadox" and then replace with "Playable_DLCRedHood_FlashParadox", replace all then Save copy.
 +
* '''Step 3''': For the Showcase UI UPK, search for "Batman" then replace with "DLCRedHood", replace all and then save copy.
 +
* '''Step 4''': Delete the Original UPKs and remove the _copy suffix.
 +
* '''Step 5''': Follow the New Suit Slot guide to make it a New Suit Slot.
 +
 
 +
====How to properly change the color of cape for Batman:Arkham Asylum====
 +
 
 +
* '''Step 1''': Within UPK Explorer, open your game folder and extract the textures for cape.After that edit the diffuse,normal and opacity texture in your image editor,if you are using custom model for the cape,replace the textures with your custom textures.<br>
 +
* '''Step 2''': Default cape material instance is forcing diffuse texture to blend with dark blue color and extra normal maps,to prevent this happening you must assign a new material for the cape to do that follow the step 3.<br>
 +
* '''Step 3''': Find a random character material that is used for hair,for example "Joker_Hair_MAT" export this material as binary and reimport it back into same path as a copy and rename it,give it a custom name such as "batman_cape_new_mat".<br>
 +
* '''Step 4''': Open the material properties of the new custom material and change the "ReferencedTextures" and set the custom cape textures that you have created earlier,you can set "null" for the textures you dont need such as "Joker_Hair_Gradients".<br>
 +
* '''Step 5''': Open the cape model and link the custom material to it and save it.This method is only recommended for custom models as it potentially disables the model's extra battle diffuse,opacity and detail normal texture features.<br>
  
==Transformers Tutorials==
+
===Transformers Tutorials===
  
===How to create a replacement mesh mod for Transformers: Fall of Cybertron and Rise of the Dark Spark===
+
====How to create a replacement mesh mod for Transformers: Fall of Cybertron and Rise of the Dark Spark====
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
 
{{ii}} The following steps require that UPK Explorer is in "Advanced Mode".
  
* '''Step 1''': Within UPK Explorer, open your game folder and extract the required textures. You will also need to extract the \1 texture, if applicable.
+
* '''Step 1''': Within UPK Explorer, open your game folder and extract the required textures. You will also need to extract the \1 texture, if applicable.<br>
* '''Step 2''': Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; UPK Working\Transformers Fall of Cybertron\Exports\PF_DXT5.  
+
* '''Step 2''': Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; UPK Working\Transformers Fall of Cybertron\Exports\PF_DXT5.<br>
* '''Step 3''': Edit them with your image editor of choice and then move the textures from Exports\PF_DXT5 to Imports\PF_DXT5.
+
* '''Step 3''': Edit them with your image editor of choice and then move the textures from Exports\PF_DXT5 to Imports\PF_DXT5.<br>
* '''Step 4''': Rename your texture files to match those of the ones you're replacing. Eg; TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Color_NormX and TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Masks_NormY, as well as the *..1 variants.
+
* '''Step 4''': Rename your texture files to match those of the ones you're replacing. Eg; TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Color_NormX and TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Masks_NormY, as well as the *..1 variants.<br>
{{ii}} Make sure that you open the textures and generate mipmaps. Exported textures only have the largest mip and won't work if just moved from Exports to Imports.
+
{{ii}} Make sure that you open the textures and generate mipmaps. Exported textures only have the largest mip and won't work if just moved from Exports to Imports.<br>
* '''Step 5''': Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.  
+
* '''Step 5''': Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom. <br>
* '''Step 6''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.  
+
* '''Step 6''': With the texture pack created, just use [https://www.nexusmods.com/site/mods/588 TFC Installer] to apply the mod.<br>
* '''Step 7''': With the texture pack now applied, find your mesh that you want to use. In this case we're using the RB_MegatronWFC2_CHARSKEL_Chest from UI_Lobby_M.XXX.  
+
* '''Step 7''': With the texture pack now applied, find your mesh that you want to use. In this case we're using the RB_MegatronWFC2_CHARSKEL_Chest from UI_Lobby_M.XXX.<br>
 
* '''Step 8''': Once you've found your desired mesh(es), export them.
 
* '''Step 8''': Once you've found your desired mesh(es), export them.
* '''Step 9''': Find the mesh that you are replacing. In this case we're replacing RB_Bumblebee_CHARSKEL_Chest from L01_TheExodus_BASE_m.xxx.
+
* '''Step 9''': Find the mesh that you are replacing. In this case we're replacing RB_Bumblebee_CHARSKEL_Chest from L01_TheExodus_BASE_m.xxx.<br>
* '''Step 10''': Once you've found the mesh, click import and fill in the references in red using equivalent materials from the object that you are replacing. For example, if the reference is Exports: RB_MegatronWFC2_Chest_INST (MaterialInstanceConstant) you want to replace it with Exports[2867]: TR_BumbleBee_ROBO_p\TextureSets\RB_BumbleBee_Chest_Cust_MatINST (MaterialInstanceConstant).
+
* '''Step 10''': Once you've found the mesh, click import and fill in the references in red using equivalent materials from the object that you are replacing.<br> For example, if the reference is Exports: RB_MegatronWFC2_Chest_INST (MaterialInstanceConstant) you want to replace it with Exports[2867]: TR_BumbleBee_ROBO_p\TextureSets\RB_BumbleBee_Chest_Cust_MatINST (MaterialInstanceConstant).
* '''Step 11''': Now that your mesh is imported, click save copy at the top right. With your new file, delete the original and remove the _copy suffix from the new one.
+
* '''Step 11''': Now that your mesh is imported, click save copy at the top right. With your new file, delete the original and remove the _copy suffix from the new one.<br>
  
 
|-
 
|-
 
|}
 
|}
  
==Troubleshooting==
 
===Preloaded Assets===
 
Sometimes, your replacement object will have no effect ingame. This occurs if the object is preloaded before hand, usually by the game's base UPK or a Startup package.
 
You can resolve this by renaming your modified object, as well as the textures/materials/meshes associated with it. This will make the game see it as a unique instance.
 
  
 +
=Troubleshooting=
 +
{| class="page-normaltable pcgwikitable sortable"
 +
|-
 +
! style="width: 550px" | Problem !! style="width: 750px" | Solution
 +
|-
 +
| FBX Import: [version number] 64-bits is unsupported || Only 32 bit FBX files can be imported correctly. Please make sure that you use FBX 2014/2015 for the best results. <br>
 +
|-
 +
| FBX Import: Mesh has no tangents || Make sure to select "Tangent Spaces" when exporting your FBX file.<br>
 +
|-
 +
| FBX Import: Mesh has incorrect rotation/scale || Depending on the game and software used, you may have to try different combinations of rotation and scale for everything to look correct.<br>
 +
|-
 +
| Audio Import: Imported audio is not playing ingame. || Some games are strict on which audio files can be read. Make sure you have the same number of channels and bitrate as the original file if you are running into problems.<br>
 +
|-
 +
| Audio Import: Imported audio is the wrong speed or pitch. || Some games use properties to override how the audio is read. You can correct this manually by going to the "properties" tab. For Unreal 2 games, the properties tab may point to another package file. For example, Star Wars Republic Commando stores them in params_xxx files which contain AudioParam objects. <br>
 +
|-
 +
| Mods not appearing ingame || Usually, this is due to the object being preloaded by another UPK. This will likely be a parent map or startup file. You can resolve this by adding new names and assigning them to your modified objects. If you are on a console, try removing installed game data (PS3) or clearing the caches and try to install your mod again.
 +
|-
 +
|}
 +
 +
=Game Compatibility=
 
==Compatibility categories==
 
==Compatibility categories==
 
{| class="page-normaltable pcgwikitable sortable"
 
{| class="page-normaltable pcgwikitable sortable"
Line 217: Line 500:
 
|}
 
|}
  
 
+
==Game compatibility (PC)==
==Game compatibility==
 
 
{{ii}} Online games are not supported by [https://www.nexusmods.com/site/mods/587 UPK Explorer]/[https://www.nexusmods.com/site/mods/588 TFC Installer] and may carry a risk of ban.
 
{{ii}} Online games are not supported by [https://www.nexusmods.com/site/mods/587 UPK Explorer]/[https://www.nexusmods.com/site/mods/588 TFC Installer] and may carry a risk of ban.
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible" style="max-width: 100%;"
 
{| class="page-normaltable pcgwikitable sortable mw-collapsible" style="max-width: 100%;"
 
|-
 
|-
! style="width: 250px" | Game !! style="width: 100px" | Status !! style="width: 100px" | Textures !! style="width: 200px" | Static Mesh !! style="width: 200px" | Skeletal Mesh !! style="width: 300px" | Material !! style="width: 300px" | MIC !! style="width: 400px" | Additional Notes !!  
+
! style="width: 250px" | Game !! style="width: 100px" | Status !! style="width: 100px" | Textures !! style="width: 150px" | Static Mesh !! style="width: 150px" | Skeletal Mesh !! style="width: 100px" | Material !! style="width: 100px" | MIC !! style="width: 100px" | Sound !! style="width: 100px" | Notes !!  
 +
|-
 +
| [[Abyss Odyssey]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported || Yes ||
 +
|-
 +
| [[Adam's Venture Chronicles]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes|| Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Afterfall: InSanity]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[A Hat in Time]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Alice: Madness Returns]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Alien Rage]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Aliens: Colonial Marines]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Alpha Protocol]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[American McGee's Grimm]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Antichamber]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Assassin's Creed Chronicles: China]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes || 
 +
|-
 +
| [[Assassin's Creed Chronicles: India]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes || 
 +
|-
 +
| [[Assassin's Creed Chronicles: Russia]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[A Story about My Uncle]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Batman: Arkham Asylum]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Batman: Arkham City]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes  || Yes  || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Batman: Arkham Knight]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  Requires decompressed UPKs if injecting higher res textures or importing larger objects.
 +
|-
 +
| [[Batman: Arkham Origins]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported || 
 +
|-
 +
| [[The Battle of Sol]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[BioShock]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable ||Yes ||
 +
|-
 +
| [[BioShock Remastered]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[BioShock 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable||  Yes ||
 +
|-
 +
| [[BioShock 2 Remastered]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[BioShock Infinite]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[BlackSite: Area 51]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Bombshell]] || <span style="color: #10ab00; font-weight: bold">Perfect</span>  || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Borderlands]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Borderlands: Game of the Year Enhanced]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Borderlands 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  UHD Texture Pack DLC is currently incompatible.
 +
|-
 +
| [[Borderlands 2 VR]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Borderlands: The Pre-Sequel]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes  || Not Supported || Yes || Yes || Yes || Not Supported || UHD Texture Pack DLC is currently incompatible.
 +
|-
 +
| [[Brothers: A Tale of Two Sons]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Brothers in Arms: Earned in Blood]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[Brothers in Arms: Hell's Highway]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Brothers in Arms: Road to Hill 30]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[Bulletstorm]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Bulletstorm: Full Clip Edition]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||   
 +
|-
 +
| [[The Bureau: XCOM Declassified]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes  || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Chivalry: Medieval Warfare]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes || 
 +
|-
 +
| [[Choplifter HD]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes|| Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Contrast]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Damnation]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes  || Yes ||
 +
|-
 +
| [[Dark Void]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes  ||  Not Supported ||
 +
|-
 +
| [[Deadfall Adventures]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes||
 +
|-
 +
| [[Deadlight]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes||
 +
|-
 +
| [[The Deadly Tower of Monsters]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported || Not Supported ||
 +
|-
 +
| [[Deadpool]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 +
|-
 +
| [[Dead Man's Hand]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[Devastation]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 +
|-
 +
| [[Doctor Who: The Eternity Clock]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| [[Dishonored]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[A Hat in Time]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[DmC: Devil May Cry]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Abyss Odyssey]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Dungeon Defenders]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Adam's Venture Chronicles]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes|| Yes || Yes || Not Supported ||
+
| [[Dungeons & Dragons: Daggerdale]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Afterfall: InSanity]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Tom Clancy's EndWar]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || || Requires a custom parser.
 
|-
 
|-
| [[Alice: Madness Returns]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Enslaved: Odyssey to the West]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Aliens: Colonial Marines]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Fable Anniversary]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Alpha Protocol]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Flashback (2013)]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[American McGee's Grimm]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Frontlines: Fuel of War]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Yes || Yes ||
 
|-
 
|-
| [[Assassin's Creed Chronicles: China]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Gal*Gun: Double Peace]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Assassin's Creed Chronicles: India]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||   
+
| [[Game of Thrones]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||   
 
|-
 
|-
| [[Assassin's Creed Chronicles: Russia]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Gears of War]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Batman: Arkham Asylum]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Gears of War: Ultimate Edition]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || || Requires a custom parser.
 
|-
 
|-
| [[Batman: Arkham City]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Get Even]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Batman: Arkham Knight]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||   Requires decompressed UPKs if injecting higher res textures or importing larger objects.
+
| [[Goat Simulator]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Batman: Arkham Origins]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes ||   
+
| [[GRAV]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||   
 
|-
 
|-
| [[BioShock Infinite]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[Guilty Gear Xrd -SIGN-]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || || Cannot be modded due to encrypted files.
 
|-
 
|-
| [[BlackSite: Area 51]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Harry Potter and the Prisoner of Azkaban]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 
|-
 
|-
| [[Bombshell]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Homefront]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Borderlands]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Hunted: The Demon's Forge]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Not Supported || Yes || 
 
|-
 
|-
| [[Borderlands: Game of the Year Enhanced]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Hour of Victory]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Borderlands 2]] || <span style="color: #10ab00; font-weight: bold">Perfect*</span> || Yes || Yes || Yes || Yes || Yes || UHD Texture Pack DLC is currently incompatible.
+
| [[Injustice: Gods Among Us]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Borderlands 2 VR]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes ||
+
| [[Injustice 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Yes || Not Supported || Requires IJ2Hook + Integrity patcher
 
|-
 
|-
| [[Borderlands: The Pre-Sequel]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || UHD Texture Pack DLC is currently incompatible.
+
| [[In Verbis Virtus]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Brothers: A Tale of Two Sons]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Jacob Jones and the Bigfoot Mystery: Episode 1]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Brothers in Arms: Hell's Highway]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Jacob Jones and the Bigfoot Mystery: Episode 2]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes||
 
|-
 
|-
| [[The Bureau: XCOM Declassified]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Juju]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Bulletstorm]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Karateka (2012)]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Bulletstorm: Full Clip Edition]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Karmaflow: The Rock Opera Videogame - Act I & Act II]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported || Some audio files are stored in loose wem files.
 
|-
 
|-
| [[Chivalry: Medieval Warfare]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Killer Is Dead]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Choplifter HD]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes|| Yes || Yes || Not Supported ||  
+
| [[Killing Floor]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Contrast]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[Killing Floor 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Damnation]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[King's Quest]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Deadfall Adventures]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Land of the Dead: Road to Fiddler's Green]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Deadpool]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes|| Yes || Yes || Not Supported ||  
+
| [[The Last Remnant]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Dark Void]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
+
| [[Leisure Suit Larry: Box Office Bust ]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||Some materials have parsing issues
 
|-
 
|-
| [[Dishonored]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes ||
+
| [[Lemony Snicket's A Series of Unfortunate Events]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[DmC: Devil May Cry]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Legendary]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Dungeon Defenders]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Life Is Strange]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Dungeons & Dragons: Daggerdale]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Lost Planet 3]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Tom Clancy's EndWar]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || Not Supported || Not Supported || Requires a custom parser.
+
| [[Magic: The Gathering - Battlegrounds]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Enslaved: Odyssey to the West]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Magrunner: Dark Pulse]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Yes || Yes ||
 
|-
 
|-
| [[Fable Anniversary]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Mass Effect]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Not Supported || Yes || Not Supported ||  
 
|-
 
|-
| [[Flashback (2013)]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Mass Effect 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported || Not Supported ||
 
|-
 
|-
| [[Frontlines: Fuel of War]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
+
| [[Mass Effect 3]] || <span style="color: #814600; font-weight: bold">Bad</span> || Yes* || Not Supported || Not Supported || Yes || Yes || Not Supported || Texture injection causes infinite loading screens.
 
|-
 
|-
| [[Gal*Gun: Double Peace]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Mass Effect Legendary Edition]] || <span style="color: #814600; font-weight: bold">Bad</span> || Not Supported || Not Supported || Not Supported || Yes || Yes || Not Supported || Object properties can be read, texture injection is currently broken.
 
|-
 
|-
| [[Game of Thrones]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Medal of Honor (2010)]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Gears of War]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||   
+
| [[Medal of Honor: Airborne]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes ||Yes || Yes || Yes || Not Supported ||   
 
|-
 
|-
| [[Gears of War: Ultimate Edition]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || Not Supported || Not Supported ||   Requires a custom parser.  
+
| [[Might & Magic Heroes VII]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || || Cannot be modded due to encrypted files.
 
|-
 
|-
| [[Get Even]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Mighty No. 9]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Goat Simulator]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[MIND: Path to Thalamus]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[GRAV]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Mirror's Edge]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Guilty Gear Xrd -SIGN-]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || ||   Cannot be modded due to encrypted files.
+
| [[Monday Night Combat]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Homefront]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
+
| [[Monster Madness: Battle for Suburbia]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Hunted: The Demon's Forge]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Moonbase Alpha]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Hour of Victory]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[Mortal Kombat Arcade Kollection]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||  Yes || Yes || Not Applicable || Yes || Yes || Yes ||
 
|-
 
|-
| [[Injustice: Gods Among Us]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Mortal Kombat Komplete Edition]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||  Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Injustice 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Not Supported || Requires IJ2Hook + Integrity patcher
+
| [[Mortal Kombat X]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Yes || Not Supported || Not Supported || Yes || Not Supported ||Requires MKXHook + "bDisableAssetHashChecking = true"
 
|-
 
|-
| [[Karateka (2012)]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Mortal Kombat 11]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Yes || Not Supported || Modified textures must be the exact same resolution as umodified ones. Requires MK11Hook.
 
|-
 
|-
| [[Killer Is Dead]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Murdered: Soul Suspect]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Yes || Not Supported  
 
|-
 
|-
| [[Killing Floor 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||  
+
| [[Outlast]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[King's Quest]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Outlast 2]] || <span style="color: #814600; font-weight: bold">Bad</span> || Yes* || Not Supported || Yes || Not Supported || Yes || Not Supported || Textures can be edited if you remove the -SM5 suffix from TFC names.
 
|-
 
|-
| [[Leisure Suit Larry: Box Office Bust ]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || Requires a custom parser.
+
| [[Quantum Conundrum]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Lost Planet 3]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not supported || Yes || Not Supported ||
+
| [[QUBE]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[The Last Remnant]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Q.U.B.E.: Director's Cut]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Legendary]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Painkiller: Hell & Damnation]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Life Is Strange]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Papo & Yo]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Mass Effect]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Not Supported || Not Supported ||
+
| [[Postal 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Mass Effect 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Tom Clancy's Rainbow Six 3: Raven Shield]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Not Supported ||  
 
|-
 
|-
| [[Mass Effect 3]] || <span style="color: #814600; font-weight: bold">Bad</span> || Yes* || Not Supported || Not Supported || Yes || Not Supported ||   Texture injection causes infinite loading screens.
+
| [[Tom Clancy's Rainbow Six: Vegas]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Mass Effect Legendary Edition]] || <span style="color: #814600; font-weight: bold">Bad</span> || Not Supported || Not Supported || Not Supported || Yes || Not Supported || Object properties can be read, texture injection is currently broken.
+
| [[Tom Clancy's Rainbow Six: Vegas 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Medal of Honor (2010)]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||  
+
| [[Real Boxing]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Medal of Honor: Airborne]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported ||Yes || Yes || Not Supported ||  
+
| [[Red Orchestra: Ostfront 41-45]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Might & Magic Heroes VII]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || Cannot be modded due to encrypted files.
+
| [[The Regiment]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[MIND: Path to Thalamus]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Remember Me]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Mirror's Edge]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Revolution 60]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Monday Night Combat]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Ride to Hell: Retribution]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Monster Madness: Battle for Suburbia]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[Rise of the Argonauts]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || Yes* || Yes || Yes || Yes || Yes || Not Supported || Game is unmoddable due Steam's integrity check.
 
|-
 
|-
| [[Moonbase Alpha]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Rise of the Triad]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Mortal Kombat Arcade Kollection]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Applicable || Yes || Not Supported ||  
+
| [[RoboBlitz]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Mortal Kombat Komplete Edition]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Rock of Ages]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Mortal Kombat X]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Not Supported || Not Supported || Requires MKXHook + "bDisableAssetHashChecking = true"
+
| [[Sanctum]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Mortal Kombat 11]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Not Supported || Modified textures must be the exact same resolution as umodified ones. Requires MK11Hook.
+
| [[Sanctum 2]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Murdered: Soul Suspect]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
+
| [[Saw]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Outlast]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
+
| [[Scourge: Outbreak]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Painkiller: Hell & Damnation]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Section 8: Prejudice]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Papo & Yo]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Shadow Complex Remastered]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Real Boxing]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Sherlock Holmes: Crimes and Punishments]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported || Yes ||
 
|-
 
|-
| [[Remember Me]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||  
+
| [[Sherlock Holmes: The Devil's Daughter]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported || Yes ||
 
|-
 
|-
| [[Rise of the Argonauts]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || Yes* || Yes || Yes || Yes || Not Supported || Game is unmoddable due Steam's integrity check.
+
| [[Shrek 2: The Game]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||
 
|-
 
|-
| [[Rise of the Triad]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Singularity]] || <span style="color: #814600; font-weight: bold">Bad</span> || Yes* || Not Supported || Yes || Yes || Yes || Yes || Broken texture preview and injection.
 
|-
 
|-
| [[Roboblitz]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Spec Ops: The Line]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Rock of Ages]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Spider-Man 2: The Game]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Sanctum]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Tom Clancy's Splinter Cell]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Not Supported||  
 
|-
 
|-
| [[Sanctum 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Tom Clancy's Splinter Cell: Pandora Tomorrow]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Not Supported ||  
 
|-
 
|-
| [[Saw]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Star Wars: Republic Commando]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable|| Yes ||  
 
|-
 
|-
| [[Section 8: Prejudice]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Stranglehold]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Shadow Complex Remastered]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Strike Vector]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Sherlock Holmes: Crimes and Punishments]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Styx: Master of Shadows]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Sherlock Holmes: The Devil's Daughter]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Takedown: Red Sabre]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Singularity]] || <span style="color: #814600; font-weight: bold">Bad</span> || Yes* || Not Supported || Yes || Yes || Not Supported || Broken texture preview and injection.
+
| [[Teenage Mutant Ninja Turtles: Out of the Shadows]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||  Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Spec Ops: The Line]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Them and Us]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Stranglehold]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||  
+
| [[Thief 2014]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Strike Vector]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Styx: Master of Shadows]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Tony Hawk's Pro Skater HD]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> ||  Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Teenage Mutant Ninja Turtles: Out of the Shadows]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Tower of Guns]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Thief 2014]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[Toxikk]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes ||
+
| [[Transformers: Fall of Cybertron]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Tom Clancy's Rainbow Six: Vegas 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||  
+
| [[Transformers: Rise of the Dark Spark]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  
 
|-
 
|-
| [[Tony Hawk's Pro Skater HD]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Transformers: War for Cybertron]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Yes || Yes ||| Yes || Yes || Yes ||
 
|-
 
|-
| [[Transformers: Fall of Cybertron]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Tron: Evolution]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes* || Audio is stored in loose files
 
|-
 
|-
| [[Transformers: Rise of the Dark Spark]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Turning Point: Fall of Liberty]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Transformers: War for Cybertron]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Yes || Yes ||| Yes || Not Supported ||  
+
| [[Turok]] || <span style="color: #bdc62f; font-weight: bold">Good</span> ||  Yes || Not Supported || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[Tron: Evolution]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Unreal Tournament 3]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Turning Point: Fall of Liberty]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[The Vanishing of Ethan Carter]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| [[Turok]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| [[Viscera Cleanup Detail]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[Unreal Tournament 3]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Warp]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
| [[The Vanishing of Ethan Carter]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported |||
+
|[[Wheelman]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || || || Requires a custom parser.
 
|-
 
|-
| [[Warp]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[Woolfe: The Red Hood Diaries]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
|[[Wheelman]] || <span style="color: #814600; font-weight: bold">Not Supported</span> || || || || || ||  Requires a custom parser.
+
| [[XCOM: Enemy Unknown]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||   
 
|-
 
|-
| [[XCOM: Enemy Unknown]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| [[XCOM 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| [[XCOM 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| XCOM 2: War of the Chosen || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Yes || Not Supported ||  
 
|-
 
|-
| XCOM 2: War of the Chosen || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||  
+
| [[XIII]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Applicable || Not Applicable || Not Supported ||  
 
|-
 
|-
| [[X-Men Origins: Wolverine - Uncaged Edition]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  Local texture injection only.
+
| [[X-Men Origins: Wolverine - Uncaged Edition]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||  Local texture injection only.
 
|-
 
|-
| [[Yaiba: Ninja Gaiden Z]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||  
+
| [[Yaiba: Ninja Gaiden Z]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Yes || Yes ||
 
|-
 
|-
| [[Zeno Clash 2]] || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||  
+
| [[Zeno Clash 2]] || <span style="color: #10ab00; font-weight: bold">Perfect</span> || Yes || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
 
|}
 
|}
Line 488: Line 872:
 
| Asura's Wrath || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 
| Asura's Wrath || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 
|-
 
|-
| Batman Arkham City || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| Batman Arkham City || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
 
| Batman Arkham Origins || <span style="color: #814600; font-weight: bold">Bad</span> || Yes || Yes || Yes || Yes || Yes || Disc read errors ingame.
 
| Batman Arkham Origins || <span style="color: #814600; font-weight: bold">Bad</span> || Yes || Yes || Yes || Yes || Yes || Disc read errors ingame.
 
|-
 
|-
 
| Destroy All Humans: Path of the Furon || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported  
 
| Destroy All Humans: Path of the Furon || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported  
 +
|-
 +
| Drakengard 3 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported
 
|-
 
|-
 
| Injustice || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 
| Injustice || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 +
|-
 +
| Lollipop Chainsaw || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
 
| Mortal Kombat (2011) || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 
| Mortal Kombat (2011) || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Not Supported || Yes || Not Supported ||
 
|-
 
|-
| Mortal Kombat vs DC Universe || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
+
| Mortal Kombat vs DC Universe || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported  
 
|-
 
|-
 
| Planet 51 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported ||
 
| Planet 51 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported ||
Line 516: Line 904:
 
! style="width: 250px" | Game !! style="width: 100px" | Status !! style="width: 100px" | Textures !! style="width: 200px" | Static Mesh !! style="width: 200px" | Skeletal Mesh !! style="width: 300px" | Material !! style="width: 300px" | MIC !! style="width: 400px" | Additional Notes !!  
 
! style="width: 250px" | Game !! style="width: 100px" | Status !! style="width: 100px" | Textures !! style="width: 200px" | Static Mesh !! style="width: 200px" | Skeletal Mesh !! style="width: 300px" | Material !! style="width: 300px" | MIC !! style="width: 400px" | Additional Notes !!  
 
|-
 
|-
| Batman Arkham Knight || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported ||
+
| Batman Arkham Knight || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Yes ||
 
|-
 
|-
 
| Borderlands: The Handsome Collection || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported ||
 
| Borderlands: The Handsome Collection || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Not Supported || Not Supported ||
Line 535: Line 923:
 
|-
 
|-
 
| 50 Cent: Blood on the Sand || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
 
| 50 Cent: Blood on the Sand || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
 +
|-
 +
| Alice: Madness Returns || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Yes ||
 
|-
 
|-
 
| Army of Two || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Not Supported ||
 
| Army of Two || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Not Supported || Not Supported ||
Line 560: Line 950:
 
| Frontlines: Fuel of War || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
| Frontlines: Fuel of War || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
| Gears of War 2 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
+
| Gears of War 2 || Not Supported || Yes || Yes || Yes || Yes || Not Supported || Game crashes with textures injected
 
|-
 
|-
 
| Gears of War 3 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
| Gears of War 3 || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
Line 568: Line 958:
 
| Lollipop Chainsaw  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
 
| Lollipop Chainsaw  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
 
|-
 
|-
| Lucha Libre AAA Heroes of the Ring  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Yes || Yes || Not Supported ||
+
| Lucha Libre AAA Heroes of the Ring  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
 
| Medal of Honor (2010)  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
 
| Medal of Honor (2010)  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Not Supported || Not Supported || Yes || Not Supported ||
Line 579: Line 969:
 
|-
 
|-
 
| Thor: God of Thunder  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes* || Yes || Yes || Yes || Not Supported || Cannot read from TFC files.
 
| Thor: God of Thunder  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes* || Yes || Yes || Yes || Not Supported || Cannot read from TFC files.
 +
|-
 +
| TNA Impact  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
 
| Transformers: Dark of the Moon || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
| Transformers: Dark of the Moon || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
 
| Tron Evolution || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
| Tron Evolution || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 +
|-
 +
| WWE All-Stars  || <span style="color: #bdc62f; font-weight: bold">Good</span> || Yes || Yes || Yes || Yes || Not Supported ||
 
|-
 
|-
 
|}
 
|}
  
==Known Issues==
+
=Documentation - Basic=
{| class="page-normaltable pcgwikitable sortable mw-collapsible"
+
 
|-
+
==Texture Packs==
! style="width: 250px" | Issue!! style="width: 100px" | Symptom !! style="width: 400px" | Workarounds !! style="width: 400px" | Additional Notes
+
A texture pack is a package that the users of your mod will download and install with TFC Installer.
|-
+
It is possible for the users to install several texture packs. if more than one texture pack replace the same texture, the last one to be installed will be the one replacing the texture. TFC installer can be used to uninstall all texture packs. If your modified texture was stored in a TFC instead of a package, your texture pack will have a custom TFC that will be installed in the game directory.
{{ii}} This list contains the known issues with [https://www.nexusmods.com/site/mods/587 UPK Explorer]/[https://www.nexusmods.com/site/mods/588 TFC Installer].
+
 
|-
+
If your game has official DLCs, these are also supported and it is possible to create a texture pack for a specific DLC.
|Issue || Symptom || Workaround (If Available) || Description of problem.
+
 
|-
+
Texture packs are useful if you want to replace the game's original textures with your own (ex: a HD texture pack, a base game skin replacement, that sort of thing).
|}
+
Texture packs are not meant to be used to create new DLCs (ex: new skins), nor to install the texture pack and upload modified packages for the end users to override their game files.
 +
 
 +
{{ii}} It is recommended to not have any mods installed if you want to create a texture pack as some modding tools create packages that UPK Explorer may not be able to read properly
 +
 
 +
==Texture Upscaling==
 +
If your game supports it, it is possible to upscale textures either for a texture pack or injecting textures directly into a new package.
 +
You should keep your uspcaled textures the same aspect/ratio as the original tetures and make the upscale multiples of 2x, 4x, 8x etc...
 +
 
 +
The max resolution used for textures in Unreal Engine 3 should support up to 4096.
 +
 
 +
The problem is some textures will not show up at the full 4096 pixel resolution if you do not modify your game's Engine.ini accordingly.
 +
 
 +
For example, in Dishonored, the file is located in My Documents\My Games\Dishonored\DishonoredGame\Config\DishonoredEngine.ini
 +
 
 +
You want to look for these entries (there are several):
 +
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
 +
and change them to:
 +
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
 +
 
 +
Do not do this for all entries as this seems to mess up the rendering of skies, shadows and so on. In the example above, the "World" texture groups consisted in the following entries:
 +
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
 +
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
 +
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
 +
 
 +
 
 +
Once you are done you probably want to set the file to read-only so the game does not restore the original values
 +
 
 +
=Documentation - Advanced=
 +
 
 +
==Game Profiles==
 +
Game profiles are .xml files that can be found un the GameProfiles\ directory.
 +
They are used by both UPK Explorer and TFC installer to:
 +
- detect the game from the package version/licensee version found in the profile
 +
- map out the package folders
 +
- determine where the game's TFCs are located
 +
- determine what suffix the TFC files (Texture2D_xxx.tfc) will use. Warning: You should not modify this for the original game directories.
 +
- determine if the game exe needs to be patched for hash check (some game exe contain package names to validate with a checksum, the patcher removes these names so the packages can be modded)
 +
- enable or disable the use of TFC when generating a texture pack (so the texture pack will be generated with textures that have local only mipmaps)
 +
 
 +
When a texture pack is created, the game profiles is exported with it, and TFC installer will load that profile when the texture pack is opened.
 +
 
 +
Game profiles can also be used to exclude some packages or even directories.
 +
This is useful if you have modded files in your game installation that you do not want to be opened by UPK Explorer or modified by TFC installer.
 +
 
 +
SampleProfile.xml is provided as documentation and provides examples.
 +
 
 +
==ID Remappings==
 +
 
 +
Most games store the same textures as duplicate objects in several packages, for performance reasons.
 +
UPK Explorer attempts to group these identical textures together by identifying the textures using a generated name (which is group path\object name).
 +
However there are cases where the generated Id would actually group together textures that are not duplicates.
 +
This is where the IdRemappings.xml comes in. If no IdRemappings.xml can be found for your game under GameProfiles\IdRemappings, a new one will be generated when opening the game.
 +
It will log all package names as well as texture names that should not be grouped together.
 +
 
 +
When generating a texture pack, the IdRemappings is copied to the texture pack folder, and TFC installer will use it to inject the correct textures.
 +
 
 +
When you open a game with UPK Explorer that has a package that is not in the mappings file, you will be warned that your IdRemappings file might not be up to date.
 +
 
 +
There are two possibilities here:
 +
- if this is a modded package (like a new skin you downloaded), you should exclude that file from your game profile (See Game profiles instructions)
 +
- if this is an official package (following a game update...), you should delete your IdRemappings files, and the next time you will open the game, a new one will be generated for you.
 +
 
 +
{{ii}} If you create a new Game Profile for a game not on the compatibility list, please send the profile and idremapping file to us so we can ensure other modders will be able to modify the game.
 +
 
 +
==New Package Files==
 +
 
 +
If your game supports things like custom DLCs (new skins etc...), then you'll probably want to make a new package instead of a texture pack.
 +
The users of your mod will then copy this package into the appropriate folder and follow your instructions to enable the new DLC.
 +
 
 +
It is not recommended to use this functionality to override the game's "official" packages as it will conflict with other mods.
 +
It is possible to inject textures directly into the new package, as well as modifiy object properties (such as materials, names, etc...)
 +
 
 +
Step 1: Set a working folder
 +
 
 +
The first thing to do is to set a working folder, for example c:\Workspace.
 +
This is where file will be exported to, and textures will be imported from
 +
 
 +
Step 2: Open a package
 +
 
 +
Select advanced mode, and open the package you want to work with, from your game installation folder.
 +
 
 +
From then on you can either inject textures into your package or modify object properties.
 +
Both will let you save a copy of the package. You will need to close the package and re-open it if it needs further modification (ex: after injection textures, open the copy to modify the properties)
 +
 
 +
 
 +
Step 3: Inject textures (Optional)
 +
 
 +
See step 3 and 4 in "Instructions - Texture packs" about exporting and processing your textures.
 +
Click on the "Inject textures" tab.
 +
You should see your modified texture, and if you inject them in the package it will save a modified copy.
 +
No texture pack or TFC files will be created, the textures will be stored within the package to avoid conflicts with other mods in the installation folder.
 +
You should close the package at this point. If you need to modify object properties, open the newly created copy.
 +
 +
Step 4: Editing object properties (Optional)
 +
 +
Go to the package tab and you will be able to see the package content.
 +
You can edit the names table (your game may or may not support longer names)
 +
You can also edit the properties of the objects under the objects tab
 +
This is useful if you are making a new custom skin and need to update material values, as well as giving your skin a unique name.
 +
Depending on the content of your package, you may also be able to swap meshes within the same package, or even make a mod that has nothing to do with textures... This might make the game crash, or not. You will have to experiment and find out.
 +
Once you are done you can save a copy of the package.
 +
You should close the package, and if you need to inject textures into, open the newly created copy.
 +
 
 +
You can then upload this new package, and the users of your mod will not need TFC installer as your package already contains all the modified textures and properties.
 +
 
 +
==Package Patches==
 +
 
 +
Package patches work just like texture packs and will require TFC installer for installation.
 +
 
 +
They are highly recommended for modifying the game's original packages, as TFC installer can apply several patches to the same package,
 +
making your mod compatible with other mods that also use package patches to modify the same packages as long as the edits do not conflict with each other.
 +
 
 +
It is highly recommended to create patches from a game installation that has no game patches installed,
 +
If you do not, the users of your mod will need to install the same package patches as you have, and in the same order.
 +
 
 +
To "Create a game patch", open the game folder in advanced mode.
 +
Go to the create game patch tab and select make edits to the packages you want to modify.
 +
Each time you click the "Create a game patch" button, a .PackagePatch file will be created for each of your modified packages.
 +
You can do that every time you are done editing a package, as each .PackagePatch file is a self-contained patch for the corresponding package.
 +
That means you can also delete one of the .PackagePatch file from your game patch if you changed your mind about this package being modified.
 +
 
 +
Just like a texture pack, a game patch can also contains package patches for DLCs, or even combined main game + DLC.
 +
To do so, simply move your .PackagePatch from the main games and DLCs in the same folder to make them into a single game patch.
 +
 
 +
Package patches can also include texture packs.
 +
To do so, either move the files from your texture pack into the same folder as the game patch (xml files can be overwriten)
 +
Or use the "Create texture pack" tab, which will export the texture pack into the same directory as your game patch.
 +
When using TFC installer, the packages will be patched first, and then the textures from the texture pack will be injected into it.
 +
The reason for this is to allow you to add new texture objects to the package, and then use the texture pack part of the patch to inject textures with custom TFCs into it.
 +
To enable this feature you should create your texture pack from an already patched game so your new textures are available for the texture pack creation.

Latest revision as of 23:26, 24 June 2024

UPK Explorer
Developers
FCH823
Wastelander121
Release dates
Windows June 9, 2023[1]

UPK Explorer is a universal Unreal Engine 3 Modding tool, with limited compatibility for some Unreal Engine 2 games. This tool is capable of editing many aspects of Unreal Engine 2/3 games including the modification of textures, object properties, meshes and materials.

Getting Started

Getting Started with UPK Explorer

  • Step 1: Download UPK Explorer.
  • Step 2: Extract UPK Explorer to a folder you will remember. We recommend C:\Modding Programs\Unreal\UPK Explorer.
  • Step 3: Open UPK Explorer.exe
  • Step 4: Set your working folder. We recommend C:\UPK Working. This is where your objects will be dumped and injected from.

Getting Started with TFC Installer

Multiple texture packs/game patches can update the same package file. For instance, a mod that turns Robin's hair blond will not conflict with a mod that changes the colour of his suit.
The texture pack/game patch installed last will take precedent if the same textures/object are edited in both packs.
If you are using TFC Installer via Vortex, make sure to check for updates before installing any mods as new mods may require the latest TFC Installer in order to function correctly.
  • Step 1: Download TFC Installer.
  • Step 2: Extract TFC Installer to a folder you remember. We recommend C:\Modding Programs\Unreal\TFC Installer.
  • Step 3: Open TFC Installer.exe
  • Step 4: Select your game folder.
  • Step 5: Select your mod folder.
  • Step 6: Click Update [Game] or Update [DLC] or Update All.

Basic features

Feature Additional Information
SHA Check Bypass Bypasses SHA checks that some games use. The exe will be patched alongside the installation of a texture pack or game patch.
Texture Export Exports textures in DDS format.
Texture Import Imports textures from DDS format.
Texture Pack Creation Creates texture packs that can be installed with TFC Installer.
TOC/Uncompressed_Size Patcher Uncompressed_size and TOC files are automatically updated when a texture pack or game patch is installed as needed.

Advanced features

The following features require that UPK Explorer is in "Advanced Mode".
Feature Additional Information
FBX Model Export Allows the user to export Static and Skeletal meshes to FBX format from the object editor.
FBX Model Import (EXPERIMENTAL) Allows the user to import Static and Skeletal meshes to FBX format from the object editor. This feature is known to be somewhat temperamental and is being updated and improved regularly.
Game Patch Creation Allows for modifications of multiple game packages (mesh swaps, property edits etc) to be installed at once without needing to provide the package file to the end user. Can be installed alongside TexturePacks with TFC Installer.
Import Table Copy/Paste Allows the user to copy multiple entries at once from one import table to another.
Import Table Editor Allows the user to add new, remove and edit imports to the package file.
Material Editor Allows the user to edit materials from within the package file.
Mesh Displacement Allows the user to change the mesh origin point, allowing the mesh to move to another location relative to its original placement.
Mesh Preview Allows the user to view all supported static/skeletal meshes in any given game, as well as display their package of origin.
Mesh Rotation Allows the user to change the rotation of the mesh on the x,y,z axis.
Name Table Editor Allows the user to rename any asset within the UPK, including longer or shorter strings.
Object Deletion Allows the user to delete objects from a package file.
Object Import/Export Allows the user to import and export objects to and from binary files.
Preserve/Import Properties Allows the user to import, preserve or nullify specific properties from imported objects, allowing for the addition or removal of certain properties.
Properties Editor Allows the user to edit the properties of classes within the UPK.
Sound Import [Coming Soon]
Sound Export [Coming Soon]

Video Tutorials

Video tutorials showcasing certain features. To request a video tutorial please ask for one either in the Youtube comments section or over on the UPK Explorer or TFC Installer Nexus pages.
Tutorial
Requirements and TexturePack install
TexturePack and GamePatch creation

General Tutorials

How to create a texture replacement mod

  • Step 1: Within UPK Explorer, click "Open Game Folder" and select your game's install folder. For example, H:\SteamLibrary\steamapps\common\Dishonored. select the base game or DLC you wish to mod, then navigate to the "Extract Textures" tab and extract the textures you desire.
  • Step 2: Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; [UPK Working]\Dishonored\Exports\PF_DXT1.
  • Step 3: Open the DDS files from the Exports\PF_DXT1 folder with your image editor of choice, edit them as desired, then move the textures from Exports\PF_DXT1 to Imports\PF_DXT1.
  • Step 4: Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
  • Step 5: With the texture pack created, open TFC Installer, input your game folder and mod folder and click "Update".
  • Step 6: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.

How to convert texture mods from Texmod to TFC Installer

  • Step 1: Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
  • Step 2: Use TPFExtract.exe to extract Texmod's TPF file. If extracted correctly you should now see the textures in a workable format.
  • Step 3: Navigate to the textures you have extracted from UPK Explorer. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham City\Exports\PF_DXT1.
  • Step 4: Open the textures you extracted from the TPF archive with the image editor of your choice and save them as DDS, overwriting the other DDS files in your Exports folder. It's important to keep the correct pixel format.
  • Step 5: Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
  • Step 6: With the texture pack created, just use TFC Installer to apply the mod.
  • Step 7: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.

How to convert texture mods from Resorep/Special K to TFC Installer

  • Step 1: Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
  • Step 2: Rename the numbered textures from the Resorep/Special K textures folder to the names of the ones extracted by UPK Explorer.
  • Step 3: Some DDS files may need to be resaved to the correct pixel format with mipmaps generated.
  • Step 4: Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
  • Step 6: With the texture pack created, just use TFC Installer to apply the mod.
  • Step 7: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.

Advanced Tutorials

All "Advanced Tutorials" will require UPK Explorer to be set to Advanced Mode or Developer Mode.

How to create single package edits

It is recommended to back up your original files before making single package edits that replace existing files. Single package edits are recommended only for mods that add new package files, such as skins or maps.
  • Step 1: Within UPK Explorer, open your package file directly with the "Open Package File" option.
  • Step 2: Make your desired changes to the package and click "Save Copy".
  • Step 3: Delete your original file and remove the _Copy suffix.

How to create a Game Patch

Game patches apply texture packs and package edits such as material edits, mesh swaps and object properties at once.
  • Step 1: Within UPK Explorer, open your game/DLC folder.
  • Step 2: Within UPK Explorer, navigate to the package file(s) you wish to edit.
  • Step 3: Make your desired changes to the UPK(s) and click "Create game patch" at the bottom of the list.
  • Step 4: With the game patch created, just use TFC Installer to apply the mod.
  • Step 5: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.

How to add multiple entries into an Import Table at once.

  • Step 1: Within UPK Explorer, open the package file you wish to copy the imports from.
  • Step 2: Go to the Object Imports tab, press Control+A to select all, right click and copy.
  • Step 3: Within UPK Explorer, open the package file you wish to add the imports to.
  • Step 4: Open the Object Imports tab and click the paste button.
  • Step 5: You may get errors about unresolved packages. To fix this, you must go to the Objects tab and add the packages and hierarchy that the import expects. Then paste again.

How to replace a name

It is recommended not to replace names with game patches. Instead, use the add new name method and assign your new name to the object.
  • Step 1: Within UPK Explorer, open your package file either via the game folder or opening the package directly.
  • Step 2: Navigate to the "Names" tab.
  • Step 3: Find the name you wish to replace.
  • Step 4: Click the name and replace as needed.
  • Step 5: Save copy.

How to add a new name

  • Step 1: Within UPK Explorer, open your package file either via the game folder or the package directly.
  • Step 2: Within UPK Explorer, find the object with the current name from the "Objects" tab.
  • Step 3: Click the name of the object and remove the old name.
  • Step 4: Type in your new name and click "Create new name" when prompted.
  • Step 5: Save copy/create game patch.

How to swap binary objects

  • Step 1: Within UPK Explorer, open the package with the object you wish to export.
  • Step 2: Navigate to Edit Package>Objects.
  • Step 3: Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
  • Step 4: Once you have found your desired object, click export and then save.
  • Step 5: Open the target package. This is the UPK you wish to replace the object in.
  • Step 6: Navigate to the Objects tab.
  • Step 7: Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
  • Step 8: With the target object selected, click "Import". You may now decide which properties to import (data from the new object) and preserve (data from the original object) or you can deselect both, which will remove the property.
Depending on the object you are importing, certain properties may need to be imported/preserved. It is recommended to try different combinations if things don't appear as they should. If unsure, preserve all and ignore any new properties being added.

How to modify SWF/GFX movie files

A great guide to modifying SWFMovie files was created by NeverAloneInTheAsylum
  • Step 1: Within UPK Explorer, open the package file you wish to modify.
  • Step 2: Go to the objects tab and search by type SWF or GFX.
  • Step 3: Find your desired SWF/GFX and click Export SWF.
  • Step 4: Edit the SWF/GFX file inside an editing tool, we recommend JPEXS Free Flash Decompiler.
  • Step 5: Once edited, export back as SWF/GFX.
  • Step 6: Within UPKExplorer, click Import SWF/GFX.
  • Step 7: Now that you have imported your desired SWF/GFX, click "save copy" or "create game patch".

Material Editing

How to replace textures used in your Material

Step 1: Navigate to your Material or Material Instance Constant from the object editor.
Step 2: Replace the texture references from the Textures tab.

Some materials will be incompatible with some Pixel Formats. For example, if a material is expecting a V8U8 texture and you use a DXT1 to replace it, you may run into problems ingame.

Step 3: Save copy if editing a singular package or create game patch to save your newly edited material.

How to replace/edit properties used in your Material

Step 1: Navigate to your Material or Material Instance Constant from the object editor.
Step 2: Find the property you wish to edit, usually this will be in an array of either ScalarParameterValues or VectorParameterValues.
Step 3: Find the parameter name of the property you wish to edit; example: Cloth_Modulation_Color and change the parameter value as needed.

Do not use TextureParameterValues for editing texture references. Doing so will not update every reference of the texture. It is recommended to do so only in the Textures tab.

FBX Modding

FBX Modding Tutorials

Please note that Arkham Knight will need decompressed UPKs for most FBX modding. Game patches for Arkham Knight mesh mods may work but are somewhat unsupported for the time being.
How to Export FBX models from UPK Explorer

Open the UPK and go to the objects tab. Search for your mesh and if supported within UPK Explorer, you can and export it by clicking the "Export FBX" button.

Make sure to click "Export FBX" and not "Export" - "Export" will export a .staticmesh or .skeletalmesh binary file which will be incompatible with mesh editors.
How to prepare your FBX for UPK Explorer import

1: You must have proper bone weights assigned where necessary (not needed for static meshes).
2: You must have the same skeleton/bones as the mesh you're replacing.
3: You must have a vertex count of less than 65535 (some games will allow you to have more but for most games 65535 will be the limit per mesh.)
4: You must export with the recommended settings for each program.

How to import an FBX file
  • Step 1: Within UPK Explorer, open the package file you wish to modify.
  • Step 2: Go to the Objects tab, search by type StaticMesh or SkeletalMesh, depending on the mesh you wish to export.
  • Step 3: Find your desired mesh and click Export FBX.
  • Step 4: Edit the FBX with an editor such as Maya or Blender.
  • Step 5: Save the mesh with the following settings.
  • Step 6: Within UPKExplorer, import the FBX you have now created by clicking "Import FBX."
  • Step 7: Import the FBX file and click save copy or create game patch.

Correct FBX Export Settings

Correct FBX Export settings for Blender

Transform

  • Forward: -Y Forward.
  • Up: "Z Up".
  • Apply Space Transform=False.

Geometry

  • Triangulate Faces=True.
  • Tangent Space=True.

Armature

  • Armature FBX=Root.
  • Add Leaf Bones=False.
Correct FBX Export settings for Maya

Geometry

  • Smoothing Groups=True.
  • Tangents and Binormals=True.
It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.

Axis Conversion

  • Up Axis=Z.

FBX File Format

  • Type: Binary
  • Version: FBX 2014/2015
Correct FBX Export settings for 3DS Max

Geometry

  • Smoothing Groups=True.
  • Tangents and Binormals=True.
  • Triangulation=True.
It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.
  • Convert Deforming Dummies to Bones=False.

Advanced Options
Axis Conversion

  • Up Axis=Z.

FBX File Format

  • Type: Binary
  • Version: FBX 2014/2015

Audio Modding

Known Audio Formats

Format Status
FMOD Currently not supported.
RiotSound Currently not supported.
SoundNodeWave Fully supported.
SoundNodeWaveEx Preview, export and import is supported. May require external tools to convert to and from.
WWise Currently not supported.

How to export and import Audio files

Step 1: Open your games folder in UPK Explorer and go to the Sounds tab.
Step 2: Locate your desired audio file from the list. You will see the package it is contained in, as well as the audio format.
Step 3: Go to the create game patch tab and open the package file your audio is contained in. ex; Sounds\ObjectSnd.uax
Step 4: Click on your audio object. From here you can export the audio data. The file format will automatically be detected for you.
Step 5: Edit your audio file as desired or import a new audio file.

Some games will be very strict when it comes to audio import. Make sure you keep the bitrate and number of channels the same as the game. For example, some games will require you to downmix to mono first or the audio file will refuse to play ingame.

How to edit BIK Audio files

As BIK does not have a preview, it may take some trial and error to get the sound you wish to edit.

Step 1: Export your BIK sound.
Step 2: Use RAD Video Tools to convert to MP3 or similar.
Step 3: Import your new MP3 into Audacity.
Step 4: Edit as needed. And export to MP3.
Step 5: Use RAD Video Tools to convert your new MP3 to BIK by selecting your MP3 file and clicking "Bink it!" then "Bink."
Step 5: Import the new BIK file into UPK Explorer and save copy/create game patch.

Game-Specific tutorials

Batman: Arkham Tutorials

How to create a new suit slot (DLC) mod for Batman: Arkham Knight

The following steps require that UPK Explorer is in "Advanced Mode".
You may need to decompress your UPK files before following this guide. To decompress, use Gildor's Unreal Package Decompressor.
The following steps may not apply to all games. For this example we will be using Batman Arkham Knight and creating a new slot for the Dark Magic Harley Quinn skin.
  • Step 1 - Locating the files
For this mod we will need Harley Quinn's files. These can be located in the following directories: Playable_DLCHarleyQuinn_Std_SF.upk - steamapps\common\Batman Arkham Knight\DLC\313100\Content\BmGame\CookedPCConsole Showcase_Characters_Harley.upk & Showcase_UI_HarleyQuinn_SF.upk - steamapps\common\Batman Arkham Knight\BmGame\CookedPCConsole Open UPK Explorer and click Open Package File, then navigate to the Playable_DLCHarleyQuinn_Std_SF.upk file.
  • Step 2 - Extracting textures
Go to the "Extract Textures" tab and click extract all at the bottom of the list. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham Knight\Exports\PF_DXT1.
  • Step 3 - Editing textures:
Edit your textures as necessary, save as DDS with the same pixel formatting as the original and move them to the correct folder. For example, anything modified from UPK Working\Batman Arkham Knight\Exports\PF_DXT1 belongs in UPK Working\Batman Arkham Knight\Imports\PF_DXT1.
  • Step 4 - Injecting textures
Inject your textures by going to the "Inject Textures" tab. Make sure you see all of your textures in the list and click "Inject textures and save a copy". Do this for both Showcase and Playable files.
  • Step 5 - Renaming strings:
Open your new "*_copy.upk files" and navigate to Edit Package>Names. You will need to change the names of the textures you have modified as well as the file names for showcase, icon and playable. For example the original strings for the playable file are "playable_dlcharleyquinn_std" and "Playable_DLCHarleyQuinn_Std_SF". Change these to playable_dlcharleyquinn_dmg and Playable_DLCHarleyQuinn_DMG_SF respectively and click "Save copy".
  • Step 6 - Showcase_UI
Open Showcase_UI_HarleyQuinn_SF.upk and change its strings from "Showcase_UI_HarleyQuinn" to "Showcase_UI_GothicQuinn", save copy.
  • Step 7 - Renaming the UPKs
Rename the *_copy_copy.upk files to "Playable_DLCHarleyQuinn_DMG_SF.upk" and "Showcase_Characters_GothicHarl" respectively. Also change Showcase_UI_HarleyQuinn_SF_copy.upk to Showcase_UI_GothicQuinn_SF.upk
  • Step 8 - DLC Subfolders
Create your DLC subfolders. The folder will look something like this: "DLC\313100\DARKMAGICHARLEY". You will want to place your ini file inside DARKMAGICHARLEY\Config. Your new Showcase and Playable UPKs will go in DARKMAGICHARLEY\CookedPCConsole and your Localization file will go in DARKMAGICHARLEY\Localization\INT.
  • Step 9 - The BmGame.ini file
The BmGame.ini file will go inside DARKMAGICHARLEY\Config. It should look something like this:
[Bmgame.RGameInfo]

+DLCBundlesInstalled="DarkMagicHarley"

; Needs to be included to unlock default version of skin

.ShowcaseItems=( Page="Players", Item="BatmanMk2", Skin="Playable_Batman_Std", Levels="Showcase_Ambient_Background|Showcase_Players_Batmanmk2", Camera="HumanL", SortIndex=100, Unlocked=TRUE )

.ShowcaseItems=( Page="Players", Item="GothicQuinn", Skin="Playable_DLCHarleyQuinn_DMG", Levels="Showcase_Ambient_Background|Showcase_Characters_GothicHarl", Camera="HumanM", SortIndex=500, DLC=TRUE, Unlocked=TRUE )

  • Step 10 - The GFxUI.int file

The GFxUI.int file will go inside DARKMAGICHARLEY\Localization. It should look something like this:

[Showcase]

GothicQuinn=DARK MAGIC HARLEY QUINN SKIN

GothicQuinn_Desc=The darkness within.

  • Step 11 - Showcase Icon Replacement

Now that you have your new suit slot ingame you will notice a duplicate Harley Quinn icon. To create a new one it is best to zoom in on Harley and take a screenshot. You will then want to open up the showcase_ui texture in UPK - Working\Batman Arkham Knight\Exports\PF_DXT1 and paste your screenshot over it, lining it up with the original as close as possible and save the texture with DXT1 compression, then inject as before.

  • Step 12 - Sharing your mod:

To share your newly created DLC mod, simply zip the equivilent of your DARKMAGICHARLEY folder. You may also wish to create a dummy folder of the numbers, in case your mod uses assets from a particular DLC.

It is recommended NOT to use the DLC method to replace skins as this will cause conflicts with skins that use TFC Installer. Only use TFC Installer for replacing skins.

How to create a new Batmobile slot (DLC) mod for Batman: Arkham Knight

  • Step 1: Follow the same steps as for the New Suit Slot guide. This time using Playable_BatmobileName_SF.
  • Step 2: Open the UPK and navigate to the object editor.
  • Step 3: Find the Batmobile_BatmobileName_Archetype package and rename it to Batmobile_Rocksteady_Archetype
  • Step 4: Find the BatmobileName RVehicleBatmobile object and rename it to Batmobile_Rocksteady
  • Step 5: Save copy, delete original and remove _copy suffix.

Credits for this guide go to kbachani

How to create make glowing eyes for Batman: Arkham Knight

The following steps require that UPK Explorer is in "Advanced Mode".
You may need to decompress your UPK files before following this guide. To decompress, use Gildor's Unreal Package Decompressor.
  • Step 1: Open your Arkham Knight skin's UPK.
  • Step 2: Go to Edit Package>Objects.
  • Step 3: Find "Batman_BM3_V2_Eye_High_D2" and "Batman_BM3_V2_Eye_High_DS_7_D2", go to the "properties" tab of both and set LODGroup to "None".
  • Step 4: Find Batman_BM3_V2_eyeball_MAT_INST, scroll down until you find "Glowing Eyes On Off", set this to 1.
  • Step 5: Scrolling further down, all the way at the bottom you will find "Glow Colour", "Iris_ColourInner" and "Iris_ColourOuter". Set these to your desired colour.
A value of 1 is recommended for a comic book style of glowing eyes, values higher than 1 will over expose the bloom and may give an undesired effect.
  • Step 6: Rename the "Batman_BM3_V2_eyeball_MAT_INST" as it is preloaded in the showcase menu and therefore glowing eyes will only work ingame.
  • Step 7: Save UPK, delete original and remove the _copy suffix.

How to convert any UPK into a playable skin

This guide is applicable to Arkham City, Origins and Knight.
It is recommended to export the RAddContentPlayerCharacterMesh object from a character that has ExtraMeshes, such as Azrael.
  • Step 1: Open your character's UPK.
  • Step 2: Navigate to the "Object Imports" tab and add new import with the following:.
Package=Core Type=Class Name=RAddContentPlayerCharacterMesh Owner=BmGame
  • Step 3: Create a new package in the "Objects" tab, name it the same as your desired character skin eg "Playable_Batman_TwoFace
  • Step 4: Import a RAddContentPlayerCharacterMesh file as a child in that new package.
  • Step 5: Choose your MainMesh, BodyMesh and PhysicsAsset as desired.
  • Step 6: Rename the file name string (eg "Death_TwoFace" to "Playable_Batman_TwoFace_SF".
  • Step 7: Save copy and rename your copied file from "Death_TwoFace" to "Playable_Batman_TwoFace_SF"
  • Step 8: Follow the new suit slot guide to turn it into a unique skin.

How to make materials invisible Batman: Arkham Knight

  • Step 1: Open Arkham Knight's Startup.upk.
  • Step 2: Export Character_Shared_BM3\Materials\Invisible.
  • Step 3: Open your skin's .UPK.
  • Step 4: Click "Import package at root" at the top left of the the Objects tab and select your exported Character_Shared_BM3.Materials.Invisible.Material."
  • Step 5: Click "Import as new object, then click ok.
  • Step 6: Go to your skeletalmesh files and set the desired sections to "Invisible"

How to make eyelashes invisible in Batman: Arkham Knight

  • Step 1: Open the "Playable_Batman_Std_SF" UPK on Batman Arkham Knight\BmGame\CookedPCConsole.
  • Step 2: Go to Edit Package>Extract Textures
  • Step 3: Find "Batman_BM3_V2_Ben\Maps\Batman_BM3_V2_Wetline_R" and extract it.
  • Step 4: Go to your UPK Explorer working folder, eg. "UPK Working\Batman Arkham Knight\Exports\PF_DXT1"
  • Step 5: Open "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R.dds" on a editing program and make everything black, then save as DDS as the pixel format: DXT_1.
  • Step 6: Move the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" to your Imports folder, eg. "UPK Working\Batman Arkham Knight\Imports\PF_DXT1"
  • Step 7: Open your Arkham Knight skin's UPK.
  • Step 8: Go to "Inject textures" and Inject all textures if you only have the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" texture.
  • Step 9: Go to the Showcase UPK file of your mod and rename "Batman_BM3_V2_Wetline_Mat_INST" as it is preloaded in the Showcase and therefore it will only work in-game.
  • Step 10: Save UPK, delete original and remove the _copy suffix.

How to swap Characters with New Suit Slots for Batman: Arkham Knight

The following steps require that UPK Explorer is in "Advanced Mode".
You may need to decompress your UPK files before following this guide. To decompress, use Gildor's Unreal Package Decompressor.
  • Step 1: Open the UPK you want to convert to another character, for example, for this tutorial we will choose the Flashpoint Batman skin, we choose the UPKS with "FlashParadox" on it, "Playable_Batman_FlashParadox" and "Showcase_UI_BatmanFlashParadox"
  • Step 2: Go to the Playable UPK, search "Playable_Batman_FlashParadox" and then replace with "Playable_DLCRedHood_FlashParadox", replace all then Save copy.
  • Step 3: For the Showcase UI UPK, search for "Batman" then replace with "DLCRedHood", replace all and then save copy.
  • Step 4: Delete the Original UPKs and remove the _copy suffix.
  • Step 5: Follow the New Suit Slot guide to make it a New Suit Slot.

How to properly change the color of cape for Batman:Arkham Asylum

  • Step 1: Within UPK Explorer, open your game folder and extract the textures for cape.After that edit the diffuse,normal and opacity texture in your image editor,if you are using custom model for the cape,replace the textures with your custom textures.
  • Step 2: Default cape material instance is forcing diffuse texture to blend with dark blue color and extra normal maps,to prevent this happening you must assign a new material for the cape to do that follow the step 3.
  • Step 3: Find a random character material that is used for hair,for example "Joker_Hair_MAT" export this material as binary and reimport it back into same path as a copy and rename it,give it a custom name such as "batman_cape_new_mat".
  • Step 4: Open the material properties of the new custom material and change the "ReferencedTextures" and set the custom cape textures that you have created earlier,you can set "null" for the textures you dont need such as "Joker_Hair_Gradients".
  • Step 5: Open the cape model and link the custom material to it and save it.This method is only recommended for custom models as it potentially disables the model's extra battle diffuse,opacity and detail normal texture features.

Transformers Tutorials

How to create a replacement mesh mod for Transformers: Fall of Cybertron and Rise of the Dark Spark

The following steps require that UPK Explorer is in "Advanced Mode".
  • Step 1: Within UPK Explorer, open your game folder and extract the required textures. You will also need to extract the \1 texture, if applicable.
  • Step 2: Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; UPK Working\Transformers Fall of Cybertron\Exports\PF_DXT5.
  • Step 3: Edit them with your image editor of choice and then move the textures from Exports\PF_DXT5 to Imports\PF_DXT5.
  • Step 4: Rename your texture files to match those of the ones you're replacing. Eg; TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Color_NormX and TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Masks_NormY, as well as the *..1 variants.
Make sure that you open the textures and generate mipmaps. Exported textures only have the largest mip and won't work if just moved from Exports to Imports.
  • Step 5: Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
  • Step 6: With the texture pack created, just use TFC Installer to apply the mod.
  • Step 7: With the texture pack now applied, find your mesh that you want to use. In this case we're using the RB_MegatronWFC2_CHARSKEL_Chest from UI_Lobby_M.XXX.
  • Step 8: Once you've found your desired mesh(es), export them.
  • Step 9: Find the mesh that you are replacing. In this case we're replacing RB_Bumblebee_CHARSKEL_Chest from L01_TheExodus_BASE_m.xxx.
  • Step 10: Once you've found the mesh, click import and fill in the references in red using equivalent materials from the object that you are replacing.
    For example, if the reference is Exports: RB_MegatronWFC2_Chest_INST (MaterialInstanceConstant) you want to replace it with Exports[2867]: TR_BumbleBee_ROBO_p\TextureSets\RB_BumbleBee_Chest_Cust_MatINST (MaterialInstanceConstant).
  • Step 11: Now that your mesh is imported, click save copy at the top right. With your new file, delete the original and remove the _copy suffix from the new one.



Troubleshooting

Problem Solution
FBX Import: [version number] 64-bits is unsupported Only 32 bit FBX files can be imported correctly. Please make sure that you use FBX 2014/2015 for the best results.
FBX Import: Mesh has no tangents Make sure to select "Tangent Spaces" when exporting your FBX file.
FBX Import: Mesh has incorrect rotation/scale Depending on the game and software used, you may have to try different combinations of rotation and scale for everything to look correct.
Audio Import: Imported audio is not playing ingame. Some games are strict on which audio files can be read. Make sure you have the same number of channels and bitrate as the original file if you are running into problems.
Audio Import: Imported audio is the wrong speed or pitch. Some games use properties to override how the audio is read. You can correct this manually by going to the "properties" tab. For Unreal 2 games, the properties tab may point to another package file. For example, Star Wars Republic Commando stores them in params_xxx files which contain AudioParam objects.
Mods not appearing ingame Usually, this is due to the object being preloaded by another UPK. This will likely be a parent map or startup file. You can resolve this by adding new names and assigning them to your modified objects. If you are on a console, try removing installed game data (PS3) or clearing the caches and try to install your mod again.

Game Compatibility

Compatibility categories

Status Additional Information
Not supported Games not currently supported by UPK Explorer.
Bad Major issues.
Good Minor issues or features not working.
Perfect Everything works as expected.

Game compatibility (PC)

Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
Game Status Textures Static Mesh Skeletal Mesh Material MIC Sound Notes
Abyss Odyssey Good Yes Yes Yes Yes Not Supported Yes
Adam's Venture Chronicles Perfect Yes Yes Yes Yes Yes Yes
Afterfall: InSanity Perfect Yes Yes Yes Yes Yes Yes
A Hat in Time Perfect Yes Yes Yes Yes Yes Yes
Alice: Madness Returns Perfect Yes Yes Yes Yes Yes Yes
Alien Rage Good Yes Not Supported Yes Yes Yes Not Supported
Aliens: Colonial Marines Good Yes Yes Yes Yes Yes Not Supported
Alpha Protocol Perfect Yes Yes Yes Yes Yes Yes
American McGee's Grimm Perfect Yes Yes Yes Yes Yes Yes
Antichamber Perfect Yes Yes Yes Yes Yes Yes
Assassin's Creed Chronicles: China Perfect Yes Yes Yes Yes Yes Yes
Assassin's Creed Chronicles: India Perfect Yes Yes Yes Yes Yes Yes
Assassin's Creed Chronicles: Russia Perfect Yes Yes Yes Yes Yes Yes
A Story about My Uncle Perfect Yes Yes Yes Yes Yes Yes
Batman: Arkham Asylum Perfect Yes Yes Yes Yes Yes Yes
Batman: Arkham City Good Yes Yes Yes Yes Yes Not Supported
Batman: Arkham Knight Good Yes Yes Yes Yes Yes Not Supported Requires decompressed UPKs if injecting higher res textures or importing larger objects.
Batman: Arkham Origins Good Yes Yes Yes Yes Yes Not Supported
The Battle of Sol Perfect Yes Yes Yes Yes Yes Yes
BioShock Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
BioShock Remastered Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
BioShock 2 Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
BioShock 2 Remastered Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
BioShock Infinite Good Yes Yes Yes Yes Yes Not Supported
BlackSite: Area 51 Good Yes Not Supported Yes Yes Yes Not Supported
Bombshell Perfect Yes Yes Yes Yes Yes Yes
Borderlands Perfect Yes Yes Yes Yes Yes Yes
Borderlands: Game of the Year Enhanced Perfect Yes Yes Yes Yes Yes Yes
Borderlands 2 Good Yes Yes Yes Yes Yes Not Supported UHD Texture Pack DLC is currently incompatible.
Borderlands 2 VR Good Yes Yes Yes Yes Yes Not Supported
Borderlands: The Pre-Sequel Good Yes Not Supported Yes Yes Yes Not Supported UHD Texture Pack DLC is currently incompatible.
Brothers: A Tale of Two Sons Perfect Yes Yes Yes Yes Yes Yes
Brothers in Arms: Earned in Blood Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Brothers in Arms: Hell's Highway Perfect Yes Yes Yes Yes Yes Yes
Brothers in Arms: Road to Hill 30 Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Bulletstorm Good Yes Not Supported Yes Yes Yes Yes
Bulletstorm: Full Clip Edition Perfect Yes Yes Yes Yes Yes Yes
The Bureau: XCOM Declassified Perfect Yes Yes Yes Yes Yes Not Supported
Chivalry: Medieval Warfare Perfect Yes Yes Yes Yes Yes Yes
Choplifter HD Perfect Yes Yes Yes Yes Yes Yes
Contrast Good Yes Not Supported Yes Yes Yes Yes
Damnation Good Yes Yes Yes Yes Yes Yes
Dark Void Good Yes Not Supported Yes Yes Yes Not Supported
Deadfall Adventures Perfect Yes Yes Yes Yes Yes Yes
Deadlight Perfect Yes Yes Yes Yes Yes Yes
The Deadly Tower of Monsters Good Yes Yes Yes Not Supported Not Supported Not Supported
Deadpool Perfect Yes Yes Yes Yes Yes Yes
Dead Man's Hand Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Devastation Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Doctor Who: The Eternity Clock Good Yes Yes Yes Yes Yes Not Supported
Dishonored Good Yes Yes Yes Yes Yes Not Supported
DmC: Devil May Cry Perfect Yes Yes Yes Yes Yes Not Supported
Dungeon Defenders Perfect Yes Yes Yes Yes Yes Not Supported
Dungeons & Dragons: Daggerdale Perfect Yes Yes Yes Yes Yes Yes
Tom Clancy's EndWar Not Supported Requires a custom parser.
Enslaved: Odyssey to the West Good Yes Yes Yes Yes Yes Not Supported
Fable Anniversary Good Yes Yes Yes Yes Yes Not Supported
Flashback (2013) Perfect Yes Yes Yes Yes Yes Yes
Frontlines: Fuel of War Good Yes Not Supported Not Supported Yes Yes Yes
Gal*Gun: Double Peace Perfect Yes Yes Yes Yes Yes Yes
Game of Thrones Perfect Yes Yes Yes Yes Yes Not Supported
Gears of War Good Yes Yes Yes Yes Yes Yes
Gears of War: Ultimate Edition Not Supported Requires a custom parser.
Get Even Good Yes Yes Yes Yes Yes Not Supported
Goat Simulator Perfect Yes Yes Yes Yes Yes Yes
GRAV Good Yes Not Supported Yes Yes Yes Yes
Guilty Gear Xrd -SIGN- Not Supported Cannot be modded due to encrypted files.
Harry Potter and the Prisoner of Azkaban Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Homefront Good Yes Not Supported Not Supported Yes Yes Not Supported
Hunted: The Demon's Forge Perfect Yes Yes Yes Yes Not Supported Yes
Hour of Victory Perfect Yes Yes Yes Yes Yes Yes
Injustice: Gods Among Us Perfect Yes Yes Yes Yes Yes Not Supported
Injustice 2 Good Yes Not Supported Not Supported Not Supported Yes Not Supported Requires IJ2Hook + Integrity patcher
In Verbis Virtus Perfect Yes Yes Yes Yes Yes Yes
Jacob Jones and the Bigfoot Mystery: Episode 1 Perfect Yes Yes Yes Yes Yes Yes
Jacob Jones and the Bigfoot Mystery: Episode 2 Perfect Yes Yes Yes Yes Yes Yes
Juju Perfect Yes Yes Yes Yes Yes Yes
Karateka (2012) Perfect Yes Yes Yes Yes Yes Not Supported
Karmaflow: The Rock Opera Videogame - Act I & Act II Good Yes Yes Yes Yes Yes Not Supported Some audio files are stored in loose wem files.
Killer Is Dead Perfect Yes Yes Yes Yes Yes Yes
Killing Floor Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Killing Floor 2 Good Yes Not Supported Yes Yes Yes Not Supported
King's Quest Perfect Yes Yes Yes Yes Yes Yes
Land of the Dead: Road to Fiddler's Green Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
The Last Remnant Good Yes Not Supported Yes Yes Yes Yes
Leisure Suit Larry: Box Office Bust Perfect Yes Yes Yes Yes Yes Yes Some materials have parsing issues
Lemony Snicket's A Series of Unfortunate Events Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Legendary Good Yes Not Supported Yes Yes Yes Yes
Life Is Strange Good Yes Yes Yes Yes Yes Not Supported
Lost Planet 3 Good Yes Yes Not supported Yes Yes Not Supported
Magic: The Gathering - Battlegrounds Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Magrunner: Dark Pulse Good Yes Yes Yes Not Supported Yes Yes
Mass Effect Good Yes Not Supported Yes Not Supported Yes Not Supported
Mass Effect 2 Good Yes Yes Yes Yes Not Supported Not Supported
Mass Effect 3 Bad Yes* Not Supported Not Supported Yes Yes Not Supported Texture injection causes infinite loading screens.
Mass Effect Legendary Edition Bad Not Supported Not Supported Not Supported Yes Yes Not Supported Object properties can be read, texture injection is currently broken.
Medal of Honor (2010) Good Yes Not Supported Not Supported Yes Yes Not Supported
Medal of Honor: Airborne Good Yes Yes Yes Yes Yes Not Supported
Might & Magic Heroes VII Not Supported Cannot be modded due to encrypted files.
Mighty No. 9 Perfect Yes Yes Yes Yes Yes Yes
MIND: Path to Thalamus Perfect Yes Yes Yes Yes Yes Yes
Mirror's Edge Perfect Yes Yes Yes Yes Yes Yes
Monday Night Combat Perfect Yes Yes Yes Yes Yes Yes
Monster Madness: Battle for Suburbia Perfect Yes Yes Yes Yes Yes Yes
Moonbase Alpha Perfect Yes Yes Yes Yes Yes Yes
Mortal Kombat Arcade Kollection Perfect Yes Yes Not Applicable Yes Yes Yes
Mortal Kombat Komplete Edition Perfect Yes Yes Yes Yes Yes Not Supported
Mortal Kombat X Good Yes Yes Not Supported Not Supported Yes Not Supported Requires MKXHook + "bDisableAssetHashChecking = true"
Mortal Kombat 11 Good Yes Not Supported Not Supported Not Supported Yes Not Supported Modified textures must be the exact same resolution as umodified ones. Requires MK11Hook.
Murdered: Soul Suspect Good Yes Yes Not Supported Yes Yes Not Supported
Outlast Perfect Yes Yes Yes Yes Yes Not Supported
Outlast 2 Bad Yes* Not Supported Yes Not Supported Yes Not Supported Textures can be edited if you remove the -SM5 suffix from TFC names.
Quantum Conundrum Perfect Yes Yes Yes Yes Yes Not Supported
QUBE Perfect Yes Yes Yes Yes Yes Yes
Q.U.B.E.: Director's Cut Perfect Yes Yes Yes Yes Yes Yes
Painkiller: Hell & Damnation Perfect Yes Yes Yes Yes Yes Yes
Papo & Yo Perfect Yes Yes Yes Yes Yes Not Supported
Postal 2 Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Tom Clancy's Rainbow Six 3: Raven Shield Good Yes Not Supported Not Supported Not Applicable Not Applicable Not Supported
Tom Clancy's Rainbow Six: Vegas Good Yes Not Supported Not Supported Yes Yes Not Supported
Tom Clancy's Rainbow Six: Vegas 2 Good Yes Not Supported Not Supported Yes Yes Not Supported
Real Boxing Perfect Yes Yes Yes Yes Yes Yes
Red Orchestra: Ostfront 41-45 Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
The Regiment Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Remember Me Good Yes Yes Yes Yes Yes Not Supported
Revolution 60 Perfect Yes Yes Yes Yes Yes Yes
Ride to Hell: Retribution Perfect Yes Yes Yes Yes Yes Yes
Rise of the Argonauts Not Supported Yes* Yes Yes Yes Yes Not Supported Game is unmoddable due Steam's integrity check.
Rise of the Triad Perfect Yes Yes Yes Yes Yes Yes
RoboBlitz Perfect Yes Yes Yes Yes Yes Not Supported
Rock of Ages Perfect Yes Yes Yes Yes Yes Yes
Sanctum Perfect Yes Yes Yes Yes Yes Yes
Sanctum 2 Perfect Yes Yes Yes Yes Yes Yes
Saw Perfect Yes Yes Yes Yes Yes Yes
Scourge: Outbreak Good Yes Not Supported Yes Yes Yes Yes
Section 8: Prejudice Perfect Yes Yes Yes Yes Yes Yes
Shadow Complex Remastered Perfect Yes Yes Yes Yes Yes Yes
Sherlock Holmes: Crimes and Punishments Good Yes Yes Yes Yes Not Supported Yes
Sherlock Holmes: The Devil's Daughter Good Yes Yes Yes Yes Not Supported Yes
Shrek 2: The Game Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Singularity Bad Yes* Not Supported Yes Yes Yes Yes Broken texture preview and injection.
Spec Ops: The Line Good Yes Yes Yes Yes Yes Not Supported
Spider-Man 2: The Game Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Tom Clancy's Splinter Cell Good Yes Not Supported Not Supported Not Applicable Not Applicable Not Supported
Tom Clancy's Splinter Cell: Pandora Tomorrow Good Yes Not Supported Not Supported Not Applicable Not Applicable Not Supported
Star Wars: Republic Commando Good Yes Not Supported Not Supported Not Applicable Not Applicable Yes
Stranglehold Good Yes Not Supported Not Supported Yes Yes Not Supported
Strike Vector Perfect Yes Yes Yes Yes Yes Yes
Styx: Master of Shadows Perfect Yes Yes Yes Yes Yes Not Supported
Takedown: Red Sabre Perfect Yes Yes Yes Yes Yes Not Supported
Teenage Mutant Ninja Turtles: Out of the Shadows Perfect Yes Yes Yes Yes Yes Yes
Them and Us Perfect Yes Yes Yes Yes Yes Yes
Thief 2014 Good Yes Not Supported Yes Yes Yes Not Supported
Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure Good Yes Yes Yes Yes Yes Not Supported
Tony Hawk's Pro Skater HD Perfect Yes Yes Yes Yes Yes Not Supported
Tower of Guns Perfect Yes Yes Yes Yes Yes Yes
Toxikk Perfect Yes Yes Yes Yes Yes Yes
Transformers: Fall of Cybertron Perfect Yes Yes Yes Yes Yes Yes
Transformers: Rise of the Dark Spark Perfect Yes Yes Yes Yes Yes Yes
Transformers: War for Cybertron Good Yes Yes Yes Yes Yes Yes
Tron: Evolution Perfect Yes Yes Yes Yes Yes Yes* Audio is stored in loose files
Turning Point: Fall of Liberty Perfect Yes Yes Yes Yes Yes Yes
Turok Good Yes Not Supported Yes Yes Yes Not Supported
Unreal Tournament 3 Perfect Yes Yes Yes Yes Yes Yes
The Vanishing of Ethan Carter Perfect Yes Yes Yes Yes Yes Not Supported
Viscera Cleanup Detail Perfect Yes Yes Yes Yes Yes Yes
Warp Perfect Yes Yes Yes Yes Yes Yes
Wheelman Not Supported Requires a custom parser.
Woolfe: The Red Hood Diaries Perfect Yes Yes Yes Yes Yes Yes
XCOM: Enemy Unknown Perfect Yes Yes Yes Yes Yes Yes
XCOM 2 Good Yes Not Supported Yes Yes Yes Not Supported
XCOM 2: War of the Chosen Good Yes Not Supported Yes Yes Yes Not Supported
XIII Good Yes Not Supported Not Supported Not Applicable Not Applicable Not Supported
X-Men Origins: Wolverine - Uncaged Edition Perfect Yes Yes Yes Yes Yes Yes Local texture injection only.
Yaiba: Ninja Gaiden Z Good Yes Yes Not Supported Yes Yes Yes
Zeno Clash 2 Perfect Yes Yes Yes Yes Yes Yes

Game compatibility (PS3)

Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
Game Status Textures Static Mesh Skeletal Mesh Material MIC Additional Notes
50 Cent: Blood on the Sand Good Yes Not Supported Not Supported Yes Not Supported
Army of Two Good Yes Not Supported Not Tested Not Supported Not Supported
Asura's Wrath Good Yes Yes Not Supported Yes Not Supported
Batman Arkham City Good Yes Yes Yes Yes Yes
Batman Arkham Origins Bad Yes Yes Yes Yes Yes Disc read errors ingame.
Destroy All Humans: Path of the Furon Good Yes Not Supported Not Supported Yes Not Supported
Drakengard 3 Good Yes Yes Yes Yes Not Supported
Injustice Good Yes Yes Not Supported Yes Not Supported
Lollipop Chainsaw Good Yes Not Supported Yes Yes Not Supported
Mortal Kombat (2011) Good Yes Yes Not Supported Yes Not Supported
Mortal Kombat vs DC Universe Good Yes Not Supported Not Supported Yes Not Supported
Planet 51 Good Yes Yes Yes Not Supported Not Supported
The Punisher: No Mercy Good Yes Yes Yes Yes Not Supported
Thor: God of Thunder Good Yes Yes Yes Yes Not Supported
Transformers: Dark of the Moon Good Yes Yes Yes Yes Not Supported

Game compatibility (PS4)

Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
Game Status Textures Static Mesh Skeletal Mesh Material MIC Additional Notes
Batman Arkham Knight Good Yes Yes Yes Not Supported Yes
Borderlands: The Handsome Collection Good Yes Yes Yes Not Supported Not Supported
Deadpool Good Yes Yes Yes Not Supported Not Supported
Dishonored: Definitive Edtion Perfect Yes Yes Yes Yes Yes
Injustice 2 Good Yes Not Supported Not Supported Not Supported Not Supported

Game compatibility (Xbox 360)

Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
Game Status Textures Static Mesh Skeletal Mesh Material MIC Additional Notes
50 Cent: Blood on the Sand Good Yes Not Supported Not Supported Yes Not Supported
Alice: Madness Returns Good Yes Yes Yes Yes Yes
Army of Two Good Yes Not Supported Not Supported Not Supported Not Supported
Army of Two: The 40th Day Not Supported Requires a custom parser.
Azura's Wrath Good Yes Not Tested Yes Yes Not Supported
Batman Arkham City Good Yes Yes Yes Yes Yes
Borderlands Good Yes Not Supported Not Supported Not Supported Not Supported No upscaling
Borderlands: The Pre-Sequel Good Yes Not Supported Yes Yes Yes
Borderlands 2 Perfect Yes Yes Yes Yes Yes
The Bourne Conspiracy Not Supported Requires a custom parser.
Bulletstorm Good Yes Not Supported Yes Yes Not Supported
Destroy All Humans: Path of the Furon Good Yes Not Supported Yes Yes Not Supported
Dishonored Perfect Yes Yes Yes Yes Yes
Frontlines: Fuel of War Good Yes Yes Yes Yes Not Supported
Gears of War 2 Not Supported Yes Yes Yes Yes Not Supported Game crashes with textures injected
Gears of War 3 Good Yes Yes Yes Yes Not Supported
Injustice Good Yes Yes Yes Yes Not Supported
Lollipop Chainsaw Good Yes Not Supported Yes Yes Not Supported
Lucha Libre AAA Heroes of the Ring Good Yes Yes Yes Yes Not Supported
Medal of Honor (2010) Good Yes Not Supported Not Supported Yes Not Supported
Mortal Kombat (2011) Good Yes Yes Yes Yes Not Supported
Mortal Kombat vs DC Universe Good Yes Not Supported Yes Yes Not Supported
Planet 51 Good Yes Yes Yes Not Supported Not Supported
Thor: God of Thunder Good Yes* Yes Yes Yes Not Supported Cannot read from TFC files.
TNA Impact Good Yes Yes Yes Yes Not Supported
Transformers: Dark of the Moon Good Yes Yes Yes Yes Not Supported
Tron Evolution Good Yes Yes Yes Yes Not Supported
WWE All-Stars Good Yes Yes Yes Yes Not Supported

Documentation - Basic

Texture Packs

A texture pack is a package that the users of your mod will download and install with TFC Installer. It is possible for the users to install several texture packs. if more than one texture pack replace the same texture, the last one to be installed will be the one replacing the texture. TFC installer can be used to uninstall all texture packs. If your modified texture was stored in a TFC instead of a package, your texture pack will have a custom TFC that will be installed in the game directory.

If your game has official DLCs, these are also supported and it is possible to create a texture pack for a specific DLC.

Texture packs are useful if you want to replace the game's original textures with your own (ex: a HD texture pack, a base game skin replacement, that sort of thing). Texture packs are not meant to be used to create new DLCs (ex: new skins), nor to install the texture pack and upload modified packages for the end users to override their game files.

It is recommended to not have any mods installed if you want to create a texture pack as some modding tools create packages that UPK Explorer may not be able to read properly

Texture Upscaling

If your game supports it, it is possible to upscale textures either for a texture pack or injecting textures directly into a new package. You should keep your uspcaled textures the same aspect/ratio as the original tetures and make the upscale multiples of 2x, 4x, 8x etc...

The max resolution used for textures in Unreal Engine 3 should support up to 4096.

The problem is some textures will not show up at the full 4096 pixel resolution if you do not modify your game's Engine.ini accordingly.

For example, in Dishonored, the file is located in My Documents\My Games\Dishonored\DishonoredGame\Config\DishonoredEngine.ini

You want to look for these entries (there are several): TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0) and change them to: TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0)

Do not do this for all entries as this seems to mess up the rendering of skies, shadows and so on. In the example above, the "World" texture groups consisted in the following entries: TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0)


Once you are done you probably want to set the file to read-only so the game does not restore the original values

Documentation - Advanced

Game Profiles

Game profiles are .xml files that can be found un the GameProfiles\ directory. They are used by both UPK Explorer and TFC installer to: - detect the game from the package version/licensee version found in the profile - map out the package folders - determine where the game's TFCs are located - determine what suffix the TFC files (Texture2D_xxx.tfc) will use. Warning: You should not modify this for the original game directories. - determine if the game exe needs to be patched for hash check (some game exe contain package names to validate with a checksum, the patcher removes these names so the packages can be modded) - enable or disable the use of TFC when generating a texture pack (so the texture pack will be generated with textures that have local only mipmaps)

When a texture pack is created, the game profiles is exported with it, and TFC installer will load that profile when the texture pack is opened.

Game profiles can also be used to exclude some packages or even directories. This is useful if you have modded files in your game installation that you do not want to be opened by UPK Explorer or modified by TFC installer.

SampleProfile.xml is provided as documentation and provides examples.

ID Remappings

Most games store the same textures as duplicate objects in several packages, for performance reasons. UPK Explorer attempts to group these identical textures together by identifying the textures using a generated name (which is group path\object name). However there are cases where the generated Id would actually group together textures that are not duplicates. This is where the IdRemappings.xml comes in. If no IdRemappings.xml can be found for your game under GameProfiles\IdRemappings, a new one will be generated when opening the game. It will log all package names as well as texture names that should not be grouped together.

When generating a texture pack, the IdRemappings is copied to the texture pack folder, and TFC installer will use it to inject the correct textures.

When you open a game with UPK Explorer that has a package that is not in the mappings file, you will be warned that your IdRemappings file might not be up to date.

There are two possibilities here: - if this is a modded package (like a new skin you downloaded), you should exclude that file from your game profile (See Game profiles instructions) - if this is an official package (following a game update...), you should delete your IdRemappings files, and the next time you will open the game, a new one will be generated for you.

If you create a new Game Profile for a game not on the compatibility list, please send the profile and idremapping file to us so we can ensure other modders will be able to modify the game.

New Package Files

If your game supports things like custom DLCs (new skins etc...), then you'll probably want to make a new package instead of a texture pack. The users of your mod will then copy this package into the appropriate folder and follow your instructions to enable the new DLC.

It is not recommended to use this functionality to override the game's "official" packages as it will conflict with other mods. It is possible to inject textures directly into the new package, as well as modifiy object properties (such as materials, names, etc...)

Step 1: Set a working folder

The first thing to do is to set a working folder, for example c:\Workspace. This is where file will be exported to, and textures will be imported from

Step 2: Open a package

Select advanced mode, and open the package you want to work with, from your game installation folder.

From then on you can either inject textures into your package or modify object properties. Both will let you save a copy of the package. You will need to close the package and re-open it if it needs further modification (ex: after injection textures, open the copy to modify the properties)


Step 3: Inject textures (Optional)

See step 3 and 4 in "Instructions - Texture packs" about exporting and processing your textures. Click on the "Inject textures" tab. You should see your modified texture, and if you inject them in the package it will save a modified copy. No texture pack or TFC files will be created, the textures will be stored within the package to avoid conflicts with other mods in the installation folder. You should close the package at this point. If you need to modify object properties, open the newly created copy.

Step 4: Editing object properties (Optional)

Go to the package tab and you will be able to see the package content. You can edit the names table (your game may or may not support longer names) You can also edit the properties of the objects under the objects tab This is useful if you are making a new custom skin and need to update material values, as well as giving your skin a unique name. Depending on the content of your package, you may also be able to swap meshes within the same package, or even make a mod that has nothing to do with textures... This might make the game crash, or not. You will have to experiment and find out. Once you are done you can save a copy of the package. You should close the package, and if you need to inject textures into, open the newly created copy.

You can then upload this new package, and the users of your mod will not need TFC installer as your package already contains all the modified textures and properties.

Package Patches

Package patches work just like texture packs and will require TFC installer for installation.

They are highly recommended for modifying the game's original packages, as TFC installer can apply several patches to the same package, making your mod compatible with other mods that also use package patches to modify the same packages as long as the edits do not conflict with each other.

It is highly recommended to create patches from a game installation that has no game patches installed, If you do not, the users of your mod will need to install the same package patches as you have, and in the same order.

To "Create a game patch", open the game folder in advanced mode. Go to the create game patch tab and select make edits to the packages you want to modify. Each time you click the "Create a game patch" button, a .PackagePatch file will be created for each of your modified packages. You can do that every time you are done editing a package, as each .PackagePatch file is a self-contained patch for the corresponding package. That means you can also delete one of the .PackagePatch file from your game patch if you changed your mind about this package being modified.

Just like a texture pack, a game patch can also contains package patches for DLCs, or even combined main game + DLC. To do so, simply move your .PackagePatch from the main games and DLCs in the same folder to make them into a single game patch.

Package patches can also include texture packs. To do so, either move the files from your texture pack into the same folder as the game patch (xml files can be overwriten) Or use the "Create texture pack" tab, which will export the texture pack into the same directory as your game patch. When using TFC installer, the packages will be patched first, and then the textures from the texture pack will be injected into it. The reason for this is to allow you to add new texture objects to the package, and then use the texture pack part of the patch to inject textures with custom TFCs into it. To enable this feature you should create your texture pack from an already patched game so your new textures are available for the texture pack creation.

  1. UPK Explorer - last accessed on 2023-09-6