Part 2 - Understanding File Structure & Asset Checking
In part 1 we successfully made a mod from simple swapping CCI files. These files must be in their original name. Do you remember the path we need to put these files in? This path is also specific. So how do we know it’s original name and path? By checking the file itself of course. This tutorial will show you multiple methods to check Tekken7 assets.
CompareIt With this software we can see a lot of file’s information such as original path, original name, hex value and more.
This view is more readable when you want to have a folder open on the side of this program. For the rest of this tutorial I will use this view.
To check a file you just drag it onto CompareIt. But you need to open 2 files since it needs a file to compare to. If you want to open a single file just drag it twice. Let’s go to our Simple Swap folder. Drag
CCI_jin_bdl_dougi_org.uasset to CompareIt window.
Their path starts with
/Game, this is actually
/TekkenGame/Content when you make paths for your mod or looking for assets within the extraction folder.
NOTE: Some DLC character assets are located outside
/TekkenGame and inside
/Character folder. You will still put them inside
/TekkenGame/Content when you make a mod.
There are also CharacterItem lines. This references a CI file which means the CCI will load a CI file. In this case
CI_jin_bdl_dougi_org. This will be explained later.
Here we can see that
CCI_hei_bdu_riders_armor-new.uasset original name is actually
CCI_hei_bdu_riders_armor.uasset without “-new” suffix. If you rename or misplace a file by accident you can still check it’s original name and path this way.
Understanding File Structure
There’s something different with this -new file. If you look at it’s CI line it references
CI_jin_bdu_dougi_org which means it will load Jin’s CI instead of Hei. We need to check this CI file to understand what it does. To get this file we need to go to it’s location.
What do we have here? There are Material Instance, Material & Skeleton lines. These references mean this mesh consists of a skeleton and multiple materials & MIs to make it work. Now we know the order goes like this: CCI loads a CI, then CI loads an SK, and this SK consists of MI, M & SKT. In short our Hei CCI loads Jin SK. By understanding these file structures you will know where and what file to use for your mod to work. Try checking these MI & M files for yourself.
Tekken 7 Texture Editor
Our mod changed Heihachi’s leather jacket & pants. Our CCI’s were
CCI_hei_bdu_riders_armor. The only resemblance with leather pants was
CCI_hei_bdl_leatherpts_m. What about
CCI_hei_bdu_riders_armor ? How do you know if it is the leather jacket? Well, by checking it’s icon with the texture editor we can use this program to view and edit texture assets.
Navigate to this location:
/Game/UI_common/Texture2D/ReplaceImages/CUS_ITEM/HEI/. You’ll see many CUS_ITEM files. These files are item’s icons used in customization. They have different abbreviations in their name like BDF, BDL, BDU, GLA and so on. For now launch the program and try opening these files by dragging it onto the texture editor.
If you’ve opened these files you can guess what their abbreviation stands for. BDF = Body Full, BDL = Body Lower, BDU = Body Upper, GLA = Glasses and so on.
The item should have
HEI_BDU_RIDERS_ARMOR in its name and
CCI_hei_bdu_riders_armor has exactly that.
Use what you’ve learned from this tutorial. We will use these items to update our mod. Your folder name can be anything.
This concludes the tutorial.