Rayman 2 - Texture Hacking - Tutorial!

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darkra1234
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by darkra1234 »

hey why you put out the rayman texture tools
Master
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by Master »

Bit of a bump, I was wondering, I do still have access to the modified textures.cnt file I made for that Dark Rayman mod a while ago, but I'd rather it be put somewhere else now so it's easier to get to (and I know Rayman Control Panel has integrated mod support). Does anyone know how to go about doing that?
RayCarrot
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by RayCarrot »

Master wrote: Mon Nov 24, 2025 11:31 am Bit of a bump, I was wondering, I do still have access to the modified textures.cnt file I made for that Dark Rayman mod a while ago, but I'd rather it be put somewhere else now so it's easier to get to (and I know Rayman Control Panel has integrated mod support). Does anyone know how to go about doing that?
I would recommend uploading it to GameBanana as an RCP-compatible mod. Then it'll show up in RCP under downloadable mods and be easy for users to find and apply :) You can create the mod through RCP by pressing "Create mod". I have documentation here and also wrote a guide for creating UbiArt mods here which can be applied to other games too. Just let me know if you have any questions!
Master
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by Master »

RayCarrot wrote: Tue Nov 25, 2025 2:51 pm I would recommend uploading it to GameBanana as an RCP-compatible mod. Then it'll show up in RCP under downloadable mods and be easy for users to find and apply :) You can create the mod through RCP by pressing "Create mod". I have documentation here and also wrote a guide for creating UbiArt mods here which can be applied to other games too. Just let me know if you have any questions!
I was a bit of an idiot with my filepaths and it took me about 15-30 minutes to realise that the folder structure for added files had to start from DATA, not the textures.cnt folder, but after I figured that out things worked out pretty well! I've published the mod to Gamebanana and it seems to also be working with Rayman Control Panel: https://gamebanana.com/mods/636466
RayCarrot
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by RayCarrot »

Nice! :D

Is there any part of the documentation you think I should make clearer for that? I know other people have had some confusions around the paths too!
Master
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by Master »

I think a diagram showing how the "Added Files" folder would be structured might be one way to go about it, that way there's no ambiguity about what goes where? To be fair, I think in my case it might have been more a PEBKAC + RTFM problem...I sussed it out after I looked at the folder structure of other texture mods and eventually it clicked that it started from DATA. I didn't read too deep into the docs, like I probably should've 😅

Something like this perhaps?

Code: Select all

Structure for RCP Mod:
    metadata.jsonc 
    files
        removed_files.txt 
        added_files (Relative to the install directory (eg. C:\GOG Games\Rayman 2))
            DATA 
                Textures.cnt (Mods relating to texture replacement should follow the structure in Textures.cnt...) 
RayCarrot
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Re: Rayman 2 - Texture Hacking - Tutorial!

Post by RayCarrot »

Ah true, that's a good idea! It does differ for each game though, but I can use Rayman 2 or maybe Origins (since that's more popular for modding) as an example.
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