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Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat May 27, 2023 4:05 pm
by darkra1234
hey why you put out the rayman texture tools
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Mon Nov 24, 2025 11:31 am
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?
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Tue Nov 25, 2025 2:51 pm
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!
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Fri Nov 28, 2025 11:05 pm
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
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Fri Nov 28, 2025 11:29 pm
by RayCarrot
Nice!
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!
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Fri Nov 28, 2025 11:33 pm
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...)
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Nov 29, 2025 7:41 pm
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.