Frosty Tool Suite – How to make texture mods using Intel Texture Works and Photoshop
Here is a video demonstration and written tutorial on how to successfully create a texture mod using the Intel Texture Works Plugin for Photoshop.
The reason this tutorial was made is that the nVidia DDS Plugin is currently causing problems on importing textures extracted from Frosty Editor into Photoshop.
This plugin can seem like a beast at first but it is very reliable.
This tutorial DOES NOT COVER TEXTURE EDITING! It simply demonstrates how to use the Intel Texture Works Plugin, as this is the only plugin for now that works with Frosty, not producing an errors both when importing and exporting.
Before you start..
- IT IS IMPERATIVE YOU READ THE SIDE NOTES BELOW BEFORE & AFTER VIEWING THE TUTORIAL.
- CHECK THE FROSTY TOOL SUITE ERROR COMPENDIUM BEFORE REPORTING ANY ISSUES.
- CHECK OUT THE COMMENTS, AS SOMETIMES, THEY MAY ALSO HAVE THE ANSWERS TO ANY ISSUES YOU ARE HAVING.
- PLEASE ONLY POST ISSUES RELATED TO THIS TUTORIAL.
In this tutorial, I’m going to show you how to save DDS textures using the Intel Texture Works Plugin for Photoshop for use in Frosty Editor.
Here, I will me modding Mass Effect: Andromeda
- Download the Intel Texture Works Plugin for Photoshop
- Follow the install instructions provided to install the plugin.
- Run Frosty Editor.
- Now choose the texture you wish to modify and extract it. Here, I’m using the Athletic Outfit Top Diffuse & Mask (Specular)
- Take note of the format of the texture(s) you just extracted. Write it down or take a screenshot. You’ll need it in order to move forward.
- Minimize Frosty Editor
- Open Photoshop
- Open the texture(s) you wish to edit.
- If your texture doesn’t have an Alpha Channel, this dialogue will appear. In this case, the Diffuse for the Athletic Outfit Top.
- If your texture has an Alpha Channel, this dialogue will appear. For Alpha textures, it’s usually better to check “Load transperancy as Alpha Channel”. In this case, the Mask (Specular) for the Athletic Outfit Top.
- Make the modifications you wish
- Go to File > Save As > Intel > Press Save
- This dialogue controls Export Options.
- Remember when I told you to take note of the original texture’s format?
- The original format for this Diffuse is BC7_SRGB
- The original format for this Mask is BC7_UNORM
- The Diffuse doesn’t have an Alpha Channel. In Texture Type, select Color. In Compression, select BC7 8bpp Fine (sRGB, DX11+). In Mip Maps, select Auto Generate. Hit ok.
- The Mask has an Alpha Channel. In Texture Type, select Color + Alpha. In Compression, select BC7 8bpp Fine (Linear, DX11+). In Mip Maps, select Auto Generate. Hit ok.
- Go back to Frosty Editor.
- Go to your texture and hit Import. Point it to your modified texture.
- Finally, save your project.
- Hit Launch.
- Your changes should appear in-game
- Always save your project! If Frosty Editor closes, you will lose all unsaved changes and will have to re-make your mod. Your project is saved as “ProjectName.fbproject”. Make a backup of it just in case you lose your original.
- Projects don’t hold multiple changes. What I mean by this is that every mod has to be made in a new project.
- Make sure you always have “.fbmod” & “.archive”. Your mod will not work with Frosty Mod Manager if “.archive” is not present in the same folder as “.fbmod”.
- Make sure you have zipped “.fbmod” & “.archive”. Extract your archive if you unsure and see if it’s all there.
- Make sure you saved your textures with the exact format as the vanilla. This applies to Mip Maps as well. If a texture has more than 1 (one) Mip Map, generate them.
- Include as much info as possible in your mod. This is to avoid any complications on the mod users end.
- Project files are not mod files. If you accidentally upload a “.fbproject”, then the mod user will have access to your changes. Frosty Editor does no open already built mods, ergo, “.fbmod” cannot be opened with Frosty Editor once exported.