War on the Sea

War on the Sea

Gooddog15 Feb 17, 2021 @ 6:56am
Is it possible to edit model textures?
Hey everyone,

I would love to be able to make new paint schemes for aircraft.

In the folders for air/sea units there is a single texture file, however it doesn't appear to use any file format (windows just says its format is file). Is there any way to edit these files?
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Showing 1-15 of 15 comments
VaLentless Feb 17, 2021 @ 8:04am 
I think it's in WarOnTheSea_Data/StreamingAssets/default/unit/sea/(Shipname)/(Shipname)_tex_gray

You need a text editor and perhaps a 3d program for the 3d models. I'm not sure how to progress further with that files so I won't say anything wrong here. Hope someone else knows how to open the files
Last edited by VaLentless; Feb 17, 2021 @ 8:05am
Player8 Feb 17, 2021 @ 8:43am 
Once the devs get around to it, i'm sure they will provide insight on how to modify existing and creating new textures/models.
Jace Feb 17, 2021 @ 10:18am 
you can extract them with unity extractor.
Gooddog15 Feb 17, 2021 @ 1:35pm 
Huzzah it works!

renders link [imgur.com]
I used the cute little kingfisher for the experiment.

Using the Unity Assets Bundle Extractor (UABE), I was able to export 3D models and textures.
you can find the latest version on the github page here [github.com]

Thank you Jace and Player8 for directing me to it.


Exporting is pretty simple, just open the 3D model and Texture files (kingfisher and kingfisher_tex_base respectively for the kingfisher), uncompress them, and then Info > Select Assets > Plugins. From there you can export the assets (as .tga or .png for textures; .obj or .dae for the 3D models)

For the Kingfisher, I exported the meshes and the T_OS2U_Kingfisher_D texture file, and quickly rendered them in Blender 2.91.2.

I haven't tested modifying T_OS2U_Kingfisher_D and importing it back into the file yet. I have no idea if it will work.

Before we start making new textures however, I must caution that anyone looking to do so should refrain until we know Killer Fish Game's stance on us modifying and redistributing their assets.
Last edited by Gooddog15; Feb 17, 2021 @ 1:36pm
Jace Feb 17, 2021 @ 3:47pm 
Cool, blender you say... I uninstalled it a while ago but can have another go. Have you had any luck getting them back into the game.

As for Killerfish, their modding policy, etc, Im pretty sure they are ok with people modding textures and models. The whole point of the default folder is so it can be overridden. They could have left the models and tex files hidden the the unity archives. Sure they are still a pain to work with decompress/extract/mod/import/recompress???
But yes ask first. But until i see one working in game its a bit of a moot point. Their skins and textures are pretty decent anyhow, not sure what I'd mod. I know they have alternate ship skins lined up because there are screenshots of them somewhere on the net.
Last edited by Jace; Feb 17, 2021 @ 3:48pm
Gooddog15 Feb 17, 2021 @ 5:44pm 
Originally posted by Jace:
Cool, blender you say... I uninstalled it a while ago but can have another go. Have you had any luck getting them back into the game.

As for Killerfish, their modding policy, etc, Im pretty sure they are ok with people modding textures and models. The whole point of the default folder is so it can be overridden. They could have left the models and tex files hidden the the unity archives. Sure they are still a pain to work with decompress/extract/mod/import/recompress???
But yes ask first. But until i see one working in game its a bit of a moot point. Their skins and textures are pretty decent anyhow, not sure what I'd mod. I know they have alternate ship skins lined up because there are screenshots of them somewhere on the net.

Funny you should ask, because I just got it working in game!

https://imgur.com/a/NOb4dpI

I'll be posting a guide when I get an answer from Killerfish on the topic, but I did find that compression (or more accurately lack of) wasn't much of an issue.

As for what to mod, I was thinking of doing different historical skins for aircraft like B-17F's, along with different types of camouflage schemes/roundels/etc. I also noticed some players like Wolfpack345 will put custom personal art and logos on their vehicles in other games.

I didn't know that KillerFish was planning on different skins though. Maybe they'll rework how unit textures work and make it easier to edit in our own files
Last edited by Gooddog15; Feb 17, 2021 @ 6:37pm
Player8 Feb 17, 2021 @ 9:17pm 
I wonder how easy it would be to covert the models and textures from some of the mods to pacific storm. There were a few that added a bunch of new ships and planes if I remember correctly. I wonder if there others that are open sourced that might be easy to import.
Jace Feb 18, 2021 @ 8:49am 
Managed to edit a model, on the Aoba, her port torp quad launcher is way inboard compared to the starboard launcher. Didn't use blender though, just dumped coordinate edits. Found an interesting thing though, models placed in the override folder do not override the default, or at least, it didn't in this test. Also, decompressed bundles of models can be used instead of compressed one in the default folder. Extracted assets appeared not to work.

Moved some torps [i.imgur.com]
Last edited by Jace; Feb 18, 2021 @ 8:59am
Herr Flick May 9, 2021 @ 9:04am 
If you look at the DD Porter it has a quad AA at the rear which isn’t in line, it should be in the centre with the mast and the single AA needs removing would this enable to be done using this mod tool or coordinator edits?
Originally posted by Jace:
Managed to edit a model, on the Aoba, her port torp quad launcher is way inboard compared to the starboard launcher. Didn't use blender though, just dumped coordinate edits. Found an interesting thing though, models placed in the override folder do not override the default, or at least, it didn't in this test. Also, decompressed bundles of models can be used instead of compressed one in the default folder. Extracted assets appeared not to work.

Moved some torps [i.imgur.com]
Herr Flick May 16, 2021 @ 9:25am 
Have you tried new colour schemes yet or just nose art?.
Originally posted by Gooddog15:
Huzzah it works!

renders link [imgur.com]
I used the cute little kingfisher for the experiment.

Using the Unity Assets Bundle Extractor (UABE), I was able to export 3D models and textures.
you can find the latest version on the github page here [github.com]

Thank you Jace and Player8 for directing me to it.


Exporting is pretty simple, just open the 3D model and Texture files (kingfisher and kingfisher_tex_base respectively for the kingfisher), uncompress them, and then Info > Select Assets > Plugins. From there you can export the assets (as .tga or .png for textures; .obj or .dae for the 3D models)

For the Kingfisher, I exported the meshes and the T_OS2U_Kingfisher_D texture file, and quickly rendered them in Blender 2.91.2.

I haven't tested modifying T_OS2U_Kingfisher_D and importing it back into the file yet. I have no idea if it will work.

Before we start making new textures however, I must caution that anyone looking to do so should refrain until we know Killer Fish Game's stance on us modifying and redistributing their assets.
Gooddog15 May 18, 2021 @ 8:59am 
Originally posted by HD-18thGA.C Pvt. Zippo:
Have you tried new colour schemes yet or just nose art?.

Nope I haven't yet, but it is possible to create completely new color schemes. However there are tons of small details like rivets and panel lines that would have to be remade.
Herr Flick May 18, 2021 @ 10:29am 
Nice may give it ago myself just to put Shokaku tail colours for squadrons I think there Soryus at the moment red and yellow stripes on the kates
Originally posted by Gooddog15:
Originally posted by HD-18thGA.C Pvt. Zippo:
Have you tried new colour schemes yet or just nose art?.

Nope I haven't yet, but it is possible to create completely new color schemes. However there are tons of small details like rivets and panel lines that would have to be remade.
byepopejoy May 31, 2021 @ 5:29am 
Originally posted by Gooddog15:
Originally posted by HD-18thGA.C Pvt. Zippo:
Have you tried new colour schemes yet or just nose art?.

Nope I haven't yet, but it is possible to create completely new color schemes. However there are tons of small details like rivets and panel lines that would have to be remade.
Hi!

I'm using the method you described in your very helpful import/export guide, but it's not quite working for me. Here's what I did:
  • "Export" Step 4: use UABE (V2.2) to uncompress the original "kingfisher_tex_base" file into the "kingfisher_Textureunpacked" file. The "unpacked" file size is 5,477 kB
  • "Export" Step 5: use Asset Studio (V0.15.47) to extract the T_OS2U_Kingfisher_D.png file from the unpacked file into the Texture2D subfolder. The PNG file size is 3,575 kB
  • I don't change the PNG file.
  • "Import" Step 1: use UABE to replace the original texture with the extracted but unchanged PNG file . The unpacked file size has increased by 1 to 5,478 kB.
  • "Import" Step 2: use UABE to save the new "kingfisher_tex_base" file, which also increases by 1 to 5,478 kB.
  • I get the "Silver Surfer" effect when I use the new "kingfisher_tex_base" in WOTS.
I'm pretty sure I'm not doing the re-import correctly, but I'm not sure what I'm doing wrong to get a larger file size than when I started.

Any help would be appreciated.

Thanks! :)
Gooddog15 Jun 11, 2021 @ 12:24am 
Originally posted by byepopejoy:
Originally posted by Gooddog15:

Nope I haven't yet, but it is possible to create completely new color schemes. However there are tons of small details like rivets and panel lines that would have to be remade.
Hi!

I'm using the method you described in your very helpful import/export guide, but it's not quite working for me. Here's what I did:
  • "Export" Step 4: use UABE (V2.2) to uncompress the original "kingfisher_tex_base" file into the "kingfisher_Textureunpacked" file. The "unpacked" file size is 5,477 kB
  • "Export" Step 5: use Asset Studio (V0.15.47) to extract the T_OS2U_Kingfisher_D.png file from the unpacked file into the Texture2D subfolder. The PNG file size is 3,575 kB
  • I don't change the PNG file.
  • "Import" Step 1: use UABE to replace the original texture with the extracted but unchanged PNG file . The unpacked file size has increased by 1 to 5,478 kB.
  • "Import" Step 2: use UABE to save the new "kingfisher_tex_base" file, which also increases by 1 to 5,478 kB.
  • I get the "Silver Surfer" effect when I use the new "kingfisher_tex_base" in WOTS.
I'm pretty sure I'm not doing the re-import correctly, but I'm not sure what I'm doing wrong to get a larger file size than when I started.

Any help would be appreciated.

Thanks! :)

If your primarily replacing/importing files, don't use Asset Studio. I added Asset Studio for people only interested in exporting, since it is a lot more intuitive and user friendly. It does have some issues though (i.e. .FBX models are at a incorrect size), and what I believe is happening here is that image files are being resized on export. Try using UABE for Export step 5 and see if that fixes it.

As for importing, try renaming "kingfisher_tex_base.unity3d" to "kingfisher_tex_base".
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Date Posted: Feb 17, 2021 @ 6:56am
Posts: 14