Texture Swaps

To get started modding, make sure you've read the basics

1.0

2.0

3.0

## The Basics

Before we begin editing Disney Infinity 3.0's textures, we need to learn how to find them first! Disney Infinity uses .mtb files to keep track of what textures go to what, and we can view them using a hex editor to find the textures in the game files ourselves.

If you don't have a hex editor already, I would recommend using HxD, which you can download here: HxD Hex Editor

### Locating the .mtb file

So now on to finding the .mtb files! Most of them can be found in `assets\characters`, `choreographies`, `flash`, and `ui`, depending on what you're looking for. For this example, we'll be trying to find Darth Vader's HUD icon, which is located in `assets\ui\icons\icons.zip`. After extracting the zip using QuickBMS, be sure to throw the textures folder into assets to merge it with the existing textures folder.

The file that contains Darth Vader's HUD icon is named `hud_playericons_darthvader.mtb`. So once we find it we can throw it into our hex editor to locate the texture file!

### Locating the texture file

You'll notice that after the file's name in the decoded text (Highlighted red on the right of the picture) there are 8 random letters, the hex value of these letters (On the left) is actually the the name of the texture file we're looking for! Which is **699e3f89a2199028**. We can find this file in assets\textures, the same place we threw the textures folder from icons.zip in the first place.

So go ahead and head to assets\textures and use the search bar to find the texture we're looking for, just put in the name we found from the .mtb file and it should appear! You'll notice it's a .tbody file though, which we can't edit, but in reality it's actually just a renamed .dds file! So if we rename it to `699e3f89a2199028.dds` we can edit it with any program that supports it. (Such as paint.net!)

As with any file you're editing, I would recommend creating a backup in case you want to go back to the old texture. Happy editing!

## Swapping character skins

Locating character textures is a bit more complicated, suppose we want to swap Spiderman's textures, first we'll need to figure out his texture filenames.

To find his .mtb file, we need to find Spider-Man's character folder in `assets\characters`, which is `spd_spiderman`, and unpack the zip file with the same name using QuickBMS.

Use a hex editor to view his .mtb file. (**Note:** Setting the hex editor's columns value to 12 helps when viewing character .mtbs.).

The .mtb will show you the texture file names, here you can see we have 2 files for Spiderman:

In most cases every second file is the normals file for the first file, which essentially is the texture that tells the game how to cast light on the normal texture.

Textures are located in `assets\textures` within zip files named with the first two characters of the textures inside the zip. e.g. `97f43c911bf34db3.tbody` is in `97.zip`. You need to unpack the relevant texture zip(s) for your character (and rename the zip file so the game ignores them) - remember all texture files you extract should be put directly into the `assets\textures` folder:

Texture files are named `*.tbody`, but they are actually just DDS textures. You can rename them to `*.dds` and open them in paint.net or Gimp to edit them. In most cases saving back to DDS I've had success with `BC1 (Linear, DXT1)` or `B8G8R8A8 (Linear, A8R8G8B8)` if an Alpha channel is needed. Don't forget to rename back to `*.tbody` after editing.

Example mtb for Luke Skywalker showing 4 files, two textures, and two normals:

Related texture files (rename to .dds):

## Swapping character HUD and roster icons

Icons are all in `ui\icons\icons.zip` once you've extracted it (quickbms) you will have mtbs for every character, and a textures folder.

**The textures need moving into the `assets\textures` folder** so that all the tbody files are directly in the folder.

Hex edit hud\_playericons\_<name>.mtb to find your character's hud texture filename e.g. :

## Swapping character figures

On Gold editions only, the figures are represented as virtual figures in `ui\virtualreadercharacters\virtualreadercharacters.zip` once you've extracted it (quickbms) you will have mtbs for every figure, and a textures folder.

**The textures need moving into the `assets\textures` folder** so that all the tbody files are directly in the folder.

To locate the figure textures there are typically three files:

`<prefix>_<name>.mtb` - Main figure texture

`<prefix>_<name>_s.mtb` - Figure glow texture

`<prefix>_<name>_sm.mtb` - Small figure texture

## Viewing texture thumbnails

The PC Gold Edition textures are .dds (DirectDraw Surface) files with a .tbody file extension.

Browsing the textures files is a little easier if you can see them - use this registry tweak to add support for .tbody thumbnails to Windows Explorer.

Save this text as `tbody.reg` and double-click to add the settings to your registry.

```
Windows Registry Editor Version 5.00

[HKEY\_CLASSES\_ROOT\.tbody]
@="ddsfile"
"Content Type"="image/vnd.ms-dds"
"FullDetails"="prop:System.PropGroup.Image;System.Image.Dimensions;System.Image.HorizontalSize;System.Image.VerticalSize;System.Image.BitDepth;System.PropGroup.FileSystem;System.ItemNameDisplay;System.ItemType;System.ItemFolderPathDisplay;System.DateCreated;System.DateModified;System.Size;System.FileAttributes;System.OfflineAvailability;System.OfflineStatus;System.SharedWith;System.FileOwner;System.ComputerName"
"InfoTip"="prop:System.ItemType;\*System.DateModified;\*System.Image.Dimensions;\*System.Size"
"PerceivedType"="image"
"PreviewDetails"="prop:\*System.DateModified;\*System.Image.Dimensions;\*System.Size;\*System.OfflineAvailability;\*System.OfflineStatus;\*System.DateCreated;\*System.SharedWith"

[HKEY\_CLASSES\_ROOT\SystemFileAssociations\.tbody\ShellEx]

[HKEY\_CLASSES\_ROOT\SystemFileAssociations\.tbody\ShellEx\ContextMenuHandlers]

[HKEY\_CLASSES\_ROOT\SystemFileAssociations\.tbody\ShellEx\ContextMenuHandlers\ShellImagePreview]
@="{FFE2A43C-56B9-4bf5-9A79-CC6D4285608A}"

[HKEY\_CLASSES\_ROOT\SystemFileAssociations\.tbody\ShellEx\{e357fccd-a995-4576-b01f-234630154e96}]
@="{C7657C4A-9F68-40fa-A4DF-96BC08EB3551}"

```

## How to fix the lightness glitch and symmetry code error

1. Open the orignal tbody texture with HxD
2. Check what DXT version it is by looking at the right side (like here you can see it's DXT1)
3. Then export with that compression (eg. DXT1 or DXT5) and generate minimaps. (GIMP Settings for DXT1) (Paint.net Settings for DXT1)
4. Now open the new tbody texture in HxD and copy the header (this part) and replace it with the header in the new tbody. Press ctrl+s to save
5. Your texture is now good to go!