Skinning - How to change textures of EMERGENCY 5 objects created by Sixteen Tons

As an example I took the black cow and made it violet.

 

Procedure:

  • Start up World Builder
    • Since we only want to change a skin, we do not have to load a map.
    • Instead, we open the asset browser with F11.

 

  • Create a new project
    • Inside the Asset Browser click the bottom left button (Tooltip: Create new project).
    • Another window automatically opens. Enter a name for our project (such as cow_violet).
    • The new project automatically contains an asset package called content. All modified and new data goes inside this one.
    • Our new project is written italic. This means it is not yet running (=active).

 

  • Now we must find the texture inside the em5 project. There are different ways to do this and all of them are a little tricky. I describe just one.
    • Open the Prefab Browser and type cow in the searchbar.
    • Choose the prefab em5/prefab/animal/cow_black and place it into the map.
    • Open the material browser (M key). Blick the bottom left button called Pick. The mouse cursor changes to a hand.
    • With the hand cursor click the cow inside your viewport to pick its material.
    • Now the material browser displays the cows materials properties in the right table.
    • We want to change the color map. Therefore, rightclick ColorMap > Copy Global Asset ID.

 

  • Next we want to use the global asset ID to find our texture in the asset browser.
    • In the asset browser select the asset package content in the em5 project (not the one in your project).
    • Paste the global asset ID (81654) into the search bar.
    • We find 2 textures. The simple name (cow_black_c) is a reference to the photoshop file used by the developers. We can not access this one.
    • The RIGHT texture to choose for us is the one with the long cryptic name:
      em5/texture/_derived/_material_0_crgb_aa_81654_1_18446744073709551615_1_18446744073709551615_1.
    • The reason all em5 textures have cryptic names is they were procedurally compressed during development.
    • By the way: crgb_aa means the color map is in the channels Red Green and Blue while the alpha is inside the Alpha channel

 

  • Copy the texture to our mod project
    • Rightclick em5/texture/_derived/_material_0_crgb_aa_81654_1_18446744073709551615_1_18446744073709551615_1 > Copy to Asset Package > "my mod" > content.
    • Now look inside windows explorer under \EM5\data\cow_violet\content\texture\_derived to find the texture.

 

  • Changing the texture
    • EMERGENCY 5 textures are .dds-files. To open them with Photoshop you will need NVIDIA Texture Tools for Adobe Photoshop
    • I do not explain how to use Photoshop here. There are lots of tutorials on the internet.
    • To find out the files format and mipmap settings you can use Windows Texture Viewer.
    • In this case we need to save as DXT1 with MipMaps All.
    • (Of course you can use Gimp or another program instead of Photoshop)

 

  • Activate, play and export the mod
    • After changing the texture, inside the asset browser rightclick your project (not oyur asset package) and turn Running Project on
    • The change can directly be seen. Your cow should now be violet.
    • To hand your skin to other players rightclick your project again > Publish Mod Project.
    • Save a .zip-file.
    • Another player needs only drag this file into the modification window inside the launcher to load the map.

Download modification

You have to be logged in, to download this modification.

Log in

Install the modification

To install the modification, just click on the download link.
You just have to copy the downloaded file to the game directory.