NOTE (Aug 05, 2018)
- This is ONLY for replacing existing Textures aka Override, you can't add new Skins
- This is ONLY to change the design (transparency (Alpha) & color (RGB)) & other Maps of Textures that are used on Agents, Vehicles, Environment, Interface/Menus & Effects
- If you edit the Texture (With Current Tools), for some reason the Model has higher Brightness (I'm in the Ark, I Suggest turning the Brightness down)
- AOM's .DDS are DX11 "BC7" while SR4/SR3 used DX9/DX10, so a Plugin is required to open AOM's .DDS files in Paint.NET (The Plugin requires you to rename your DX11 .DDS to .DDS2)
- There is no Current .DDS File Viewer for quickly viewing DX11 like a Gallery
- WARNING THIS APPLICATION will Capture approx 2GB of Textures = approx 5000 Files & 10 Folders
AOM.0 - Tools' Setup to Retexture AOM with Paint.NET
0-A. Tools Needed
- Windows OS, 64-bit (I use Windows 7 64-bit)
- Agents of Mayhem, Unknown Version (With or Without DLCs)
- Paint.NET, 4.0.21 (Updated & Updates NET.Framework)
[https://www.getpaint.net/download.html]
- Microsoft Visual C++ 2015 Redistributable
[https://www.microsoft.com/en-us/download/details.aspx?id=48145]
- Java Runtime Environment (JRE), 8.0 Windows x64
[http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html]
- Resorep, 1.7.0 (To Catch & Override Textures from AOM)
[https://www.undertow.club/downloads/resorep.1254/]
- DDS FileType Plus, 2018-07-09 (To open AOM's .DDS in Paint.NET)
[https://forums.getpaint.net/topic/111731-dds-filetype-plus-2018-07-09/]
- Advanced Renamer, 3.82 (To Batch Rename .DDS to .DDS2 & back)
[https://www.advancedrenamer.com/download]
- XPboxstationNerd's PC Save File (So you can Catch 95% Textures, for Modders)
[http://www.savegameworld.com/pc-agents-mayhem-savegame/]
>> Backup your Savefile (Send to CompressFolder), before replacing
>> Copy to C:\Program Files (x86)\Steam\userdata\150207531\304530\remote\saves\AOM
0-B. Tool Setup
NOTE: Once JRE 8, NET Framework & Visual C++ 2015 is installed, continue
1A. When Installing Resorep > Go to & Extract Your Window OS's Folder (Mines is Win7x64) to a Folder you'll be working in, You should have 3 Files (Resorep.jar, dx11proxy64.dll & dx11proxy32.dll)
1B. Open resorep.jar > Ok > Add application > Go to AOM's Game Folder or Copy the Filepath within "" in File Name: [Bar] & Press Enter ("C:\Program Files (x86)\Steam\steamapps\common\Agents of Mayhem\aom") > Open "AOM_Release_Final.exe" > Check "64-Bit" > Ok
NOTE: You may also have to Run as Administrater for AOM.exe (Right-Click > Properties > Compatibility > Privilege Level)
2. IN WINDOWS EXPLORER > Go to "C:\Users\Owner\Documents\Resorep" Folder > Copy "ui.log", "original" Folder & "modded" Folder to the Folder your Working in (You can rename the Folder)
3A. IN RESOREP.JAR > Advanced settings > Uncheck "Send anonymous..." if you prefer > Check "Enable mod creator mode" > Ok > Check "Write dll log to:" > Click "..." > Browse & Open the "ui.log" you copied in 0-B2 Step
3B. Check "Save original textures to" > Click "..." > Browse & Open the "original" Folder for where the Captured Original textures will Copy to > Ok > Click "..." above the (?) > Browse & Open the "modded" Folder for where the Modded Textures will be for Overriding > You can Close Resorep.jar & Keep it close while Running AOM
4. For Paint.NET (Closed) & DDS FileType Plus > Extract & Place the 3xdll files (DdsFileTypePlus.dll, DdsFileTypePlusIO_x86.dll & DdsFileTypePlusIO_x64.dll) in "C:\Program Files\Paint.NET\FileTypes" or "My Documents\paint.net App Files\FileTypes" > Restart Paint.NET
AOM.1 - Capture & Edit AOM's Textures with Paint.NET
1-A. Capture Texture
1. Open AOM Game > Alt+Enter to go to Windows Mode or Alt+Tab to switch Window >
View the Texture in-game you wish to Edit
e.g. Go to Mayhem Ark > Vehicle Bay > Select a Vehicle > Select Skin >
Scroll/Browse to Preview Skin/Model & Resorep will Capture. For Agent's Skin >
Wreck Room > Select Any/First Mission > Wait for Loading > Edit Squad > Select
Agent or Skin > Agent or Weapon's Skin > Scroll/Browse to Preview Skin/Model &
Resorep will Capture)
NOTE
- You can edit & view changes while game is running, but you have to
"Refresh" the Skin's Wearer via Switch Agent Key, Resummon Vehicle, Open Squad
Menu or Browse Skin
- If the Original Texture has no Texture then try reverting back to the original .dll then re-using the game .dll
2. Go to Where the Original Textures are > Copy & Paste Folder to create a Backup
1-B. Bulk Rename Multiple Textures
1. Open Advance Renamer > Pick Language & Click on Help or Never Show Again >
Click on "Folder Panel" (Top Middle) & a Panel will Appear > Expand [+] the
Folders in the Panel to Original Texture (C:\Users\Owner\My Files\...\Original
Texture\DXGI_FORMAT_BC7_TYPELESS) > Select the Folder > Add Selected
1A. In Add Folder Window > Check "Add the Files in Folders" > Check "Include
subfolders" > Ok > Wait for Loading
2. IN ADVANCE RENAMER > In Leftside Panel > Add method > Replace > In "Text to be
replaced", Type in "dds" > In "Replace with", Type in "dds2" > "Apply to" from
Name to Extension (You'll see Changes in Middle Panel) > Start Batch (Ok all
Warnings)
1-C. View & Edit Texture
NOTE
- Diffuse Maps (Color/Design Texture) is in "DXGI_FORMAT_BC7_TYPELESS"
- "DXGI_FORMAT_BC5_TYPELESS", "DXGI_FORMAT_BC4_TYPELESS" &
"DXGI_FORMAT_BC1_TYPELESS" are maps that may deal with Lighting, Bump or Specular
(I wouldn't know)
- Tip from victorzvyagin360 (Youtube - 00lAc2Sh9U), Agent/Vehicle -Diffuse/ColorMap- Textures are approx 1366KB or more
- Some Skins are split into Multiple Files
- I'll be making a List of what # = Agent/Vehicle (Some)
1. Navigate to Original Textures Folder > Pick the Folder of the Type & Texture
you wish to Edit > View by Detail & Group by Size
2. Open & Edit the .dds2 Files with Paint.NET > Save As > Go to & Open Modded
Texture Folder > Change "Save as Type" to DirectDraw Surface (DDS) (*.dds2) >
Save
3. Save Configuration will appear
> Under Settings = "BC7 (sRGB, DX11+)" or "BC7 (Linear, DX11+)"
> BC6H/BC7 Compression Mode = "Fast"
> Error Metric = "Perceptual"
> Check Generate MipMaps > "Nearest Neighbor" or "Fant"
1-D. Viewing Modded Texture in Game
1. IN WINDOWS EXPLORER > Go to Modded Texture Folder > Rename the Extension of
.DDS2 to .DDS > Start Game & Change to Skin (4294528150 = Gat's The Rookie Skin)
NOTE - If AOM won't start go to the Game Folder hide the d3d11.dll Copy & Paste
(Adds a - Copy to Filename) > Rename the ori_d3d11.dll to d3d11.dll > Start AOM >
Wait for Loading > Close AOM > Rename the d3d11.dll back to ori_d3d11.dll >
Rename d3d11 - Copy.dll to d3d11.dll > Start AOM (If that doesn't work delete
game_d3d11.dll or/and run AOM as Adminstrator or/and Use Task Manager to Close
Steam then Reopen and/or run ResoRep.jar again)
[C:\Program Files (x86)\Steam\steamapps\common\Agents of Mayhem\aom]
I forgot to add proof - https://www.saintsrowmods.com/forum/threads/mods-ideas.15497/page-9#post-105494
View attachment 20028
View attachment 20029
View attachment 20030
View attachment 20031
View attachment 20032
- This is ONLY for replacing existing Textures aka Override, you can't add new Skins
- This is ONLY to change the design (transparency (Alpha) & color (RGB)) & other Maps of Textures that are used on Agents, Vehicles, Environment, Interface/Menus & Effects
- If you edit the Texture (With Current Tools), for some reason the Model has higher Brightness (I'm in the Ark, I Suggest turning the Brightness down)
- AOM's .DDS are DX11 "BC7" while SR4/SR3 used DX9/DX10, so a Plugin is required to open AOM's .DDS files in Paint.NET (The Plugin requires you to rename your DX11 .DDS to .DDS2)
- There is no Current .DDS File Viewer for quickly viewing DX11 like a Gallery
- WARNING THIS APPLICATION will Capture approx 2GB of Textures = approx 5000 Files & 10 Folders
- Add Labelled Screenshots
- Add Library what File#'s Skin belongs to Character, Weapon or Vehicle
- Work on My Mod Ideas
- Add Library what File#'s Skin belongs to Character, Weapon or Vehicle
- Work on My Mod Ideas
AOM.0 - Tools' Setup to Retexture AOM with Paint.NET
0-A. Tools Needed
- Windows OS, 64-bit (I use Windows 7 64-bit)
- Agents of Mayhem, Unknown Version (With or Without DLCs)
- Paint.NET, 4.0.21 (Updated & Updates NET.Framework)
[https://www.getpaint.net/download.html]
- Microsoft Visual C++ 2015 Redistributable
[https://www.microsoft.com/en-us/download/details.aspx?id=48145]
- Java Runtime Environment (JRE), 8.0 Windows x64
[http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html]
- Resorep, 1.7.0 (To Catch & Override Textures from AOM)
[https://www.undertow.club/downloads/resorep.1254/]
- DDS FileType Plus, 2018-07-09 (To open AOM's .DDS in Paint.NET)
[https://forums.getpaint.net/topic/111731-dds-filetype-plus-2018-07-09/]
- Advanced Renamer, 3.82 (To Batch Rename .DDS to .DDS2 & back)
[https://www.advancedrenamer.com/download]
- XPboxstationNerd's PC Save File (So you can Catch 95% Textures, for Modders)
[http://www.savegameworld.com/pc-agents-mayhem-savegame/]
>> Backup your Savefile (Send to CompressFolder), before replacing
>> Copy to C:\Program Files (x86)\Steam\userdata\150207531\304530\remote\saves\AOM
0-B. Tool Setup
NOTE: Once JRE 8, NET Framework & Visual C++ 2015 is installed, continue
1A. When Installing Resorep > Go to & Extract Your Window OS's Folder (Mines is Win7x64) to a Folder you'll be working in, You should have 3 Files (Resorep.jar, dx11proxy64.dll & dx11proxy32.dll)
1B. Open resorep.jar > Ok > Add application > Go to AOM's Game Folder or Copy the Filepath within "" in File Name: [Bar] & Press Enter ("C:\Program Files (x86)\Steam\steamapps\common\Agents of Mayhem\aom") > Open "AOM_Release_Final.exe" > Check "64-Bit" > Ok
NOTE: You may also have to Run as Administrater for AOM.exe (Right-Click > Properties > Compatibility > Privilege Level)
2. IN WINDOWS EXPLORER > Go to "C:\Users\Owner\Documents\Resorep" Folder > Copy "ui.log", "original" Folder & "modded" Folder to the Folder your Working in (You can rename the Folder)
3A. IN RESOREP.JAR > Advanced settings > Uncheck "Send anonymous..." if you prefer > Check "Enable mod creator mode" > Ok > Check "Write dll log to:" > Click "..." > Browse & Open the "ui.log" you copied in 0-B2 Step
3B. Check "Save original textures to" > Click "..." > Browse & Open the "original" Folder for where the Captured Original textures will Copy to > Ok > Click "..." above the (?) > Browse & Open the "modded" Folder for where the Modded Textures will be for Overriding > You can Close Resorep.jar & Keep it close while Running AOM
4. For Paint.NET (Closed) & DDS FileType Plus > Extract & Place the 3xdll files (DdsFileTypePlus.dll, DdsFileTypePlusIO_x86.dll & DdsFileTypePlusIO_x64.dll) in "C:\Program Files\Paint.NET\FileTypes" or "My Documents\paint.net App Files\FileTypes" > Restart Paint.NET
AOM.1 - Capture & Edit AOM's Textures with Paint.NET
1-A. Capture Texture
1. Open AOM Game > Alt+Enter to go to Windows Mode or Alt+Tab to switch Window >
View the Texture in-game you wish to Edit
e.g. Go to Mayhem Ark > Vehicle Bay > Select a Vehicle > Select Skin >
Scroll/Browse to Preview Skin/Model & Resorep will Capture. For Agent's Skin >
Wreck Room > Select Any/First Mission > Wait for Loading > Edit Squad > Select
Agent or Skin > Agent or Weapon's Skin > Scroll/Browse to Preview Skin/Model &
Resorep will Capture)
NOTE
- You can edit & view changes while game is running, but you have to
"Refresh" the Skin's Wearer via Switch Agent Key, Resummon Vehicle, Open Squad
Menu or Browse Skin
- If the Original Texture has no Texture then try reverting back to the original .dll then re-using the game .dll
2. Go to Where the Original Textures are > Copy & Paste Folder to create a Backup
1-B. Bulk Rename Multiple Textures
1. Open Advance Renamer > Pick Language & Click on Help or Never Show Again >
Click on "Folder Panel" (Top Middle) & a Panel will Appear > Expand [+] the
Folders in the Panel to Original Texture (C:\Users\Owner\My Files\...\Original
Texture\DXGI_FORMAT_BC7_TYPELESS) > Select the Folder > Add Selected
1A. In Add Folder Window > Check "Add the Files in Folders" > Check "Include
subfolders" > Ok > Wait for Loading
2. IN ADVANCE RENAMER > In Leftside Panel > Add method > Replace > In "Text to be
replaced", Type in "dds" > In "Replace with", Type in "dds2" > "Apply to" from
Name to Extension (You'll see Changes in Middle Panel) > Start Batch (Ok all
Warnings)
1-C. View & Edit Texture
NOTE
- Diffuse Maps (Color/Design Texture) is in "DXGI_FORMAT_BC7_TYPELESS"
- "DXGI_FORMAT_BC5_TYPELESS", "DXGI_FORMAT_BC4_TYPELESS" &
"DXGI_FORMAT_BC1_TYPELESS" are maps that may deal with Lighting, Bump or Specular
(I wouldn't know)
- Tip from victorzvyagin360 (Youtube - 00lAc2Sh9U), Agent/Vehicle -Diffuse/ColorMap- Textures are approx 1366KB or more
- Some Skins are split into Multiple Files
- I'll be making a List of what # = Agent/Vehicle (Some)
1. Navigate to Original Textures Folder > Pick the Folder of the Type & Texture
you wish to Edit > View by Detail & Group by Size
2. Open & Edit the .dds2 Files with Paint.NET > Save As > Go to & Open Modded
Texture Folder > Change "Save as Type" to DirectDraw Surface (DDS) (*.dds2) >
Save
3. Save Configuration will appear
> Under Settings = "BC7 (sRGB, DX11+)" or "BC7 (Linear, DX11+)"
> BC6H/BC7 Compression Mode = "Fast"
> Error Metric = "Perceptual"
> Check Generate MipMaps > "Nearest Neighbor" or "Fant"
1-D. Viewing Modded Texture in Game
1. IN WINDOWS EXPLORER > Go to Modded Texture Folder > Rename the Extension of
.DDS2 to .DDS > Start Game & Change to Skin (4294528150 = Gat's The Rookie Skin)
NOTE - If AOM won't start go to the Game Folder hide the d3d11.dll Copy & Paste
(Adds a - Copy to Filename) > Rename the ori_d3d11.dll to d3d11.dll > Start AOM >
Wait for Loading > Close AOM > Rename the d3d11.dll back to ori_d3d11.dll >
Rename d3d11 - Copy.dll to d3d11.dll > Start AOM (If that doesn't work delete
game_d3d11.dll or/and run AOM as Adminstrator or/and Use Task Manager to Close
Steam then Reopen and/or run ResoRep.jar again)
[C:\Program Files (x86)\Steam\steamapps\common\Agents of Mayhem\aom]
I forgot to add proof - https://www.saintsrowmods.com/forum/threads/mods-ideas.15497/page-9#post-105494
View attachment 20028
View attachment 20029
View attachment 20030
View attachment 20031
View attachment 20032
Last edited: