![]() Now, open the buffer using the View > View buffer option. Open up UE Explorer if it isn't already and open the game's upk file. The exact pattern will depend on how many mips a texture has(or if it has none at all). There are twelve bytes of information to locate- eight of them will follow a similar pattern among all textures, with the four bytes following it. To find the end of the offset data, you will need to find a pattern of bytes pertaining to the last piece of mip information. The easiest way to do this is to perform a search for a "text string" using the name of the texture. After it opens, the beginning of the data starts a bit after the end of the last colored portion, and it's the first non 00 byte after that. Click View > View Buffer from the upper right menu. To find the beginning of the texture offset data, open the UPK in EU Explorer. These are called offsets, and there are two - one that tells the game where the texture info is located, and another telling it how large that info is(the size in hex). Every texture contains information that tells the game where its texture is located in that file. Most of the art resources in the game rely on a texture cache file(tfc) for rendering textures in-game. ![]() Note: the screenshots in this section are from a different UPK file than the one I'm using in the guide, but provides better clarity for explanation. From witihn the Content Manager, right-click the package title and select "Save." A window will pop up to name and save the file. A new package should be created with your texture in it. Here is where you'll make changes according to the properties you looked at earlier. ![]() A window will pop up allowing you to change the import settings. Click Import, and locate your custom texture. Next, fire up UDK Editor, and open the Content Explorer window if it isn't already.
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