Ace Combat 7: Skies Unknown
Texture Replacement Guide using Unreal Engine 4 Editor
Version 2.0, last updated Mar. 21, 2020
1.0 - Initial release.
1.0b (Sept. 9, 2019) - Minor update to iv. DXT vs BC7 section with new information.
1.0c (Oct. 3, 2019) - Clarified Texture Group settings. References to “Vehicle” Texture Group settings have been removed.
1.0d (Nov. 25, 2019) - Expanded troubleshooting section to include u4pak script not executing. Added reference to F-22A Raptor and Eurofighter Typhoon in regards to DLC content loading.
1.0e (Feb. 9, 2020) - Fixed UE4 Editor build link to newer version.
1.0f (Mar. 4, 2020) - Fixed UE4 Editor build link again. Reuploaded to prevent further broken links. The build also comes with unrealpak, a packaging tool that removes u4pak and Python dependency. I will update the guide later when I have time, but for now please consult the included readme and source thread for usage.
2.0 (Mar. 21, 2020) - Rewrote Section 5. Packing The Assets using UnrealPak method. Python method has been removed.
This guide is an alternative method to getting texture replacement into the game, using features provided by Unreal Engine 4 Editor itself. SuperOstrich uploaded a comprehensive guide to extracting and replacing Ace Combat 7 textures that uses hex editing instead of relying on UE4 Editor.
At the time of guide upload there was no custom build listed in the Requirements section, requiring users to download the UE4 Editor in its entire 20GB package, along with having to create an Epic Games Account and Epic Games Launcher just to access it.
Texture replacement using hex editing or UE4 editor produces similar results, and they both work equally well. There are however, some key differences that should be mentioned:
Download the .rar file provided in the link above. Extract the .rar in desired location.
The actual UE4 Editor executable is located in Engine\Binaries\Win64\UE4Editor.exe.
Create a new project (Or use existing one, if so desired) with desired Folder and Name. Starter Content is not necessary and will only bloat up space.
The default window when starting a new UE4 Project. Only the Content Browser (Highlighted) matters for this guide.
There is no specific folder structure required, so feel free to organize imported assets as desired, as finished assets will simply copied from project directory to another location for packing.
However, asset names do matter, as Ace Combat 7 will only look to load textures that it was told to load.
Before continuing, go to Edit > Project Settings. There is an option inside that needs to be changed to actually enable BC7 compression format.
Go to Platforms > Windows tab, and under Targeted RHIs it will have DirectX 11 and DirectX 10 ticked by default. Keeping DirectX 10 ticked will cause the texture editor to default to DXT1/5 compression format even with BC7 selected when saving the asset. Untick DirectX 10 to solve that.
The settings are automatically saved, so close the Project Settings window once done.
Textures can be imported by either click and dragging image file onto the editor window or clicking on the Import button itself. Double click on the icon to open Texture Settings.
Ace Combat 7 uses DXT1 Compression Settings for Diffuse textures, but BC7 can be used to retain near-perfect texture quality at the expense of doubled filesize. The game also uses SimpleAverage for Mip Gen Settings and Character for Texture Group.
Always Character for Texture Group. World, Vehicle texture groups will cause the game to render the texture at lower resolution. The texture group must use Character for the texture to load at full 4k resolution.
Alternatively, select NoMipmaps under Mip Gen Settings to force the game to use maximum available texture resolution, no matter how far away the object is.
Once everything is in order, click on Save at top-left to save the asset.
Short for Metallic, Roughness, Emissions, and Custom data, MREC handles how lighting interacts with the Diffuse texture. It is responsible for some of the cooler effects seen on some aircrafts, such as MiG-21bis “Pyro”, MiG-29A “Jester”, and ADF-11F “Metallic Red”.
MREC is non-color data, meaning the texture isn’t used as image per-se. Each pixel contains number value that is used to calculate rendering effects. Ace Combat 7 uses Red, Green, Blue, and Alpha Channel color values ranging from 0 (White) to 255 (Black) to determine how light interacts on that particular area. The following table explains further:
White (0 = 100%)
Black (255 = 0%)
Emission (Formation Lights)
The situation is a little different for MREC. If MREC has an Alpha Channel, it uses DXT5—otherwise, DXT1. Alpha Channel is used for formation lights that is active during takeoff/landing/refueling scenes.
Some aircraft MREC uses Alpha Channel (F-15C, A-10C, Su-35S), and some do not (F-16C, Su-37, MiG-31B). One way to tell at a glance is to check their filesize, as DXT5 will be 2x larger than DXT1.
File Size (4k res)
Opening texture with Alpha Channel will initially show a largely transparent image save for a few small areas (The formation lights). Uncheck Alpha on View Settings to view MREC in its entirety.
Uncheck sRGB for MREC textures. Leaving this enabled will cause the aircraft to have a permanent wet-effect.
The rest of the settings can be left alone without issues. Ace Combat 7 uses SimpleAverage for Mip Gen Settings and CharacterSpecular for MREC’s Level of Detail settings.
Once everything is checked out, save and close the window.
Asset names MUST match the original filenames used by Ace Combat 7. This needs to be done in-editor prior to cooking to avoid any headaches in the future. This will be explained later.
Make sure that every asset is saved. Unsaved assets will have an asterisk (*) in the lower-left-corner of the preview. Either right click on the asset to save it, or click on Save All button to save every unsaved asset in the project (It will show a window listing every unsaved asset prior to saving).
Once everything is in order, go to File > Cook Content for Windows to cook the project assets into files that will be used in-game.
These windows will show at the bottom-right of the monitor. Once the cooking completes, the final asset files will be saved in the following directory, where [Project Name] is the given project name:
Unreal Projects \ [Project Name] \ Saved \ Cooked \ WindowsNoEditor \ [Project Name] \ Content
Within the folder there will be three files per asset: uasset, ubulk, and uexp:
There may be additional information contained within those files, but the listed are the relevant bits.
DO NOT rename the cooked files. It may result in broken textures or outright game crash when attempting to load the new texture. It is best to rename the assets in-editor and re-cook the files if needed.
DO NOT use content in Unreal Projects \ [Project Name] \ Content. They are internal files for UE4 Editor and cannot be used to make mods.
Extract unrealpak_by_FluffyQuack.rar included in the UE4 Editor Lite Build.
Ace Combat 7 uses the following filetree to load textures, starting at Nimbus:
Nimbus \ Content \ Vehicles \ [Aircraft] \ ## \ [Aircraft]_##_[Type]
[Aircraft] is the aircraft name shortened to either 4 or 6 characters.
## is the skin number. The folder names use array indexing which starts at 00 for Skin #1 (Osea), going up to 05 (Skin #6, Strider) or 06 (Skin #7, DLC).
[Type] is the texture type:
Here is the filetree for F-14D Super Tomcat:
Ace Combat 7 reuses MREC among multiple skin slot where applicable. Since Skin #1, 4-6 (Osea, Mage, Spare, Strider) use same diffuse texture, it would make sense for them to share the same MREC to save disk space. Unfortunately, this means replacing that MREC will affect all skins that use it.
Once the cooked assets are in place, place the entire Nimbus folder into another top folder with any name. Drag and drop the new folder onto either UnrealPak-With-Compression.bat or UnrealPak-Without-Compression.bat.
UnrealPak comes with two types of packing tools: With compression and Without compression. As the name says, compression produces a .pak with reduced filesize, and while this may sound good on paper, there is a catch to consider:
DXT1/DXT5 textures compressed with UnrealPak can be further compressed with zip/rar/7z archive, greatly reducing their filesize. The effect only applies to archives that contain more than one .pak file.
BC7/Normal map textures compressed with UnrealPak CANNOT be compressed again, and will retain their full size inside zip/rar/7z archive. In this case, it is more disk space efficient to use UnrealPak-Without-Compression and then use the more efficient compression provided by zip/rar/7z archiving tools.
A new .pak file using the name of top folder (In this case ModName.pak) will appear once the executable finishes. Rename the produced .pak file as desired.
“_P” filename suffix is required for loading DLC content. DLC content is essentially anything that came out after game release. Replacing assets related to Season Pass content (ADF-11F Raven, ADF-01 Falken, ADFX-01 Morgan, Sol skins, Mobius skins) requires the suffix. Day-one DLC (F-4E Phantom, Pixy/Razgriz/Yellow 13 skins) do not, as they are not post-release content.
Base aircraft that receives new textures in updates will also require _P suffix. As of Sept.24, 2019 update, F-22A Raptor and Eurofighter Typhoon received new textures to fix detail issues, and require _P suffix to load new textures.
For example, any texture replacements for ADF-11F will need “_P” suffix at the .pak file. The suffix will allow game to load both DLC and non-DLC content within the file, but missing the suffix will cause only non-DLC content to load.
Find Ace Combat 7 install directory. The default path is as follows:
Steam \ steamapps \ common \ ACE COMBAT 7 \ Game \ Content \ Paks
The content loading starts in this folder. pakchunk0 to 5 are what the game comes with. Create a new folder named “~mods” and move the new .pak file inside.
Launch the game, and if everything went correctly, F-15C Skin #2 (Erusea) will sport a new Diffuse and shiny MREC texture!
Congratulations, the new texture is now ready for release!
It is likely that there will be issues when trying to get textures into the game for the first time. Here are some common issues and where to start looking:
I believe this occurs if UE4 Editor is located inside Program Files. Either run UE4 Editor as administrator or move the editor package in another directory that does not require admin privileges.
New textures don’t load at all \ New textures load on wrong Skin slot.
This is almost always as a result of incorrect filetree during repacking. Double check that the filepath matches the one used by the game, and replaces asset already in the game.
Also remember that skin folders start at 00 for #1, due to array indexing starting at 0.
Game crashes when trying to load new textures.
Most likely a mismatch between .uasset, .ubulk, and .uexp. Make sure that all three come from the same UE4 asset, and is not renamed at any point. Mixing and matching the three is inviting trouble.
New texture is blurry/very low quality in-game.
It’s possible that UE4 Texture Settings set Compression Quality to Lowest. Expand the advanced tab and check the compression settings.
Alternatively, check that Texture Group is not set to Vehicle or World, which causes the game to drastically lower the texture resolution.
Alternatively, use this Steam Community guide to force the game to utilize all MIP levels in a texture. The relevant line is "r.Streaming.UseAllMips=1"
The aircraft is super shiny in-game.
Open the MREC and make sure sRGB is unticked. sRGB is enabled by default on import and must be manually unticked and saved.
The UE4 Editor keeps launching SteamVR on startup.
There is an in-engine setting that controls this. Unfortunately, the setting does nothing whether it’s enabled or not and will auto-launch SteamVR regardless.
Instead, open folder containing UE4 Editor directory, and then navigate to the following:
Engine \ Plugins \ Runtime \ Steam \ SteamVR \ SteamVR.uplugin
Open SteamVR.uplugin with notepad, and find the following line:
“EnabledByDefault” : true,
Change the boolean to false, and save the uplugin.
As stated previously, Ace Combat 7 loads content starting in Paks folder. However, filenames can be changed to affect the load order.
The tilde “~” prefix on mods folder tells the game to load whatever is in that folder after everything in the current folder is loaded.
The game loads paks in alphabetical order, prioritizing everything in subfolders first before loading .paks in current folder.
If there are multiple .paks that load the same asset, the last .pak to be loaded will be in the game, overwriting the previous iteration.
There can be as many subfolders as desired. I have tested up to 10 subfolders deep without issues.
There are several ways to extract game’s textures for editing. SuperOstrich's Guide uses umodel and hex editing to browse, extract, and convert .ubulk files into .dds textures.
Only assets that have .ubulk file can be exported in usable format. Ace Combat 7 uses external encryption on top of .pak encryption that makes simple exporting unfeasible. Any textures that have no Mip Map levels stores the entire image in .uexp, and will not come with .ubulk files.
This MEGA Link contains every player aircraft model in Ace Combat 7 and its associated textures.
@lotsbiss on Twitter uploaded Texture Tool that can read any .ubulk textures, automatically apply correct DDS format, and export it in desired location. Lotsbiss is behind TLS and EML performance mods.
Opening base game textures and zooming in on certain areas will reveal blocky effects, more pronounced on emblems where lots of colors are involved. This is due to compression used by DXT format, which helps maintain memory and space efficiency at the expense of some quality loss.
DXT1 (Diffuse) and DXT5 (MREC) both feature similar level of quality loss as a result of its compression format. DXT5 has larger filesize than DXT1 due to its Alpha Channel.
This article by Nathan Reed explains in-depth regarding compression formats.
In essence, DXT divides the image into several smaller blocks (Way smaller than the grid shown above), and each block’s limited palette is further simplified into colors that fall within a two-color gradient.
Here is one ideal palette for DXT compression. As long as the block’s palette conforms within that line the compression will not affect quality as much. Any colors that falls outside that line (Such as blue or green) will cause problems.
Top row is original. Middle row is after DXT compression. Bottom row is DXT compression + Contrast for better visibility. All images are zoomed in 500%.
The line with thin strokes cause heavy artifacting as a result of multiple high-contrast colors within the blocks, forcing block compression to go either from blue to white or blue to red. The third column is largely intact due to thicker strokes offering buffer space for compression.
Many Ace Combat emblems have thin outlines that leads to compression artifacting when applied directly on texture. Emblems applied through Customization are not as visible, as they are separate 512x512 textures scaled down and applied rendered above the model.
One way to address this is to modify the design to work with DXT compression in mind. Low-vis, greyscaled design is one good solution as it reduces palettes that the compression has to work with.
Another is to use BC7 compression format.
BC7 is still a relatively recent compression format that is not as widely supported as DXT1/5. Ace Combat 7 supports and loads BC7 textures without issues, but it is hard to determine what performance or compatibility impact it has. There are key differences worth mentioning:
The base game already consumes 50GB disk space, and it makes sense to conserve space and resource use where possible. PC offers more headroom in regards to performance, so it may handle BC7 textures better than consoles can.
Many textures can get away with DXT compression with no noticeable artifacts during gameplay, as demonstrated in the majority of base textures. However, if the texture contains complex artwork, then using BC7 will help preserve the finer details.
Whew, this turned out to be a lot more content than expected, but there were much new information that deserved explanation so the reader has a better understanding of the steps taken throughout the guide.
I’d like to give thanks to @RythusOmega on Twitter for his initial research towards Ace Combat 7 modding, and Xentax forums for discovering the .pak decryption key that enabled texture extraction.
Thanks to FluffyQuack for the UnrealPak tools.
And to the Ace Community community, for their continued support, discourse, and encouragement.
And to Project Aces and Kazutoki Kono, for delivering the finest Ace Combat experience yet.
There is one more area that I would like to cover, which will be a separate guide that I will include once it is completed.