Valkyria Chronicles Texture Replacement (.htx/.mlx/.mmf/.abr) Limitations

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Niko of Death
Posts: 7
Joined: Tue May 18, 2021 10:42 pm

Valkyria Chronicles Texture Replacement (.htx/.mlx/.mmf/.abr) Limitations

Post by Niko of Death »

I'm trying to create a texture pack for Valkyria Chronicles utilizing AI upscaled (ESRGAN) textures, using FluffyQuack's VCTool (https://steamcommunity.com/sharedfiles/ ... =343016567). However, as I detailed in the comments there (as well as a post in the Valkyria Chronicles thread on xentax https://forum.xentax.com/viewtopic.php?p=171968#p171968), I quickly run into limitations with these upscaled textures. It seems to specifically be an issue with the size of individual archives, not the size of individual textures or the size of all textures in use. For example, if an archive has a 1024x1024 texture and a 512x512 texture, I can inject the 4x upscaled 4096x4096 texture and it'll work fine, or the 4x upscaled 2048x2048 texture, but if I use both it causes an infinite loading screen when the game loads that file (e.g. loading screen files cause infinite loading screen after the intro video, command interface files cause infinite loading screen after mission briefing). I was hoping someone could help find a way around these limitations, or at least an exact science as to what the limitations are so I can work within them without just using trial and error to see if I'm exceeding them.


Last bumped by Niko of Death on Tue Jun 22, 2021 7:08 am.