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NUT Editor
Open a NUT file from your computer.
Creates a new, empty NUT file.
Save the selected NUT file with ZLIB compression.
Save the selected NUT file to the specified location.
These menu options are accessed by right clicking in an empty space in the texture list of the NUT Editor.
Import a DDS file from your computer into the NUT. PNG images can also be imported. Change the ID using the text box or the TexID feature. Use png instead.
Save all textures from the selected NUT as DDS files to the specified folder. This does not preserve mipmaps for unmodified NUT files from the game.
Save all the textures from the selected NUT as PNG files with alpha to the specified folder. Note
that PNG does not support mipmaps. Using the (Separate Alpha)
option will save the images as
<texid>_rgb.png
and <texid>_alpha.png
.
Imports all the DDS files from the specified folder and creates a new NUT.
Opens a window to select the type, character, and slot number for the new texture IDs. This affects all textures in the selected NUT. Values in the popup window are in decimal, but the texture list will display the values in hexadecimal. Note that you will have to remake the NUT file if you have not already done so due to limitations of Forge.
Right clicking on a texture name in the texture list will open up a menu with the following functions.
Replace the selected texture with a DDS or PNG image on your computer.
Export the selected texture as a DDS file to be used with other programs.
Deletes the selected texture from the NUT. This change will become permanent once you save the NUT.
Export the selected texture as a PNG with alpha. This is more reliable than DDS export. Note that PNG does not support mipmaps.
Regenerates the existing mipmaps based on the base mip level. This will fix DDS textures exported from GTX NUTs, which fail to export mipmaps properly.
When opening the NUT Editor, the edit menu will appear at the top of the program.
Opens the selected texture in the default program for .DDS files.
Select a program to open and edit the selected texture.
Import the edited version of the selected texture. This will replace the existing texture with the edited one. Select this option after saving and editing the texture.
The texture ID displayed in hexadecimal. Typing in the textbox will edit the texture ID of the selected texture. Save the NUT to save your changes.
Enables/disables rendering of the Red, Green, Blue, and Alpha Channels for all textures in the NUT editor.
Smash Forge uses 32 bit hexadecimal numbers for texture IDs unlike Injectpack, which uses decimal. In hex, numbers go from 00 to FF (0 to 255) for each byte. Your texture IDs must be valid numbers in hex for everything to work properly.
- only contains characters 0 to 9 and a to f (capital letters are also fine)
- 32 digits
- should be
40220001.dds
instead of01.dds
- should be
- does not share the same ID as another texture
Byte | Description | Value |
---|---|---|
Byte 1 | Texture Type | 40 (character) |
Byte 2 | Character | 22 (Rosalina) |
Byte 3 | Slot Number | 00 (c00) |
Byte 4 | Texture Number | 01 (texture 1) |
NUT Format | BCn |
---|---|
RgbaS3tcDxt1 | (BC1) |
RgbaS3tcDxt3 | (BC2) |
RgbaS3tcDxt5 | (BC3) |
Rgb16 | N/A |
Rgba/Abgr | N/A |
RedRgtc1 | (BC4) |
RgRgtc2 | (BC5) |
DDS Format | BCn |
---|---|
RgbaS3tcDxt1 | (BC1) |
RgbaS3tcDxt3 | (BC2) |
RgbaS3tcDxt5 | (BC3) |
RedRgtc1 | (BC4) |
RgRgtc2 | (BC5) |
Rgba | N/A |
Note: Import RGBA/ABGR textures as .png
.
Due to differences in format, unedited NUT file from the game or NUT files modified using Injectpack will need to be converted before editing in Smash Forge. This requires you to export the entire NUT and resave all the textures. Save the textures as DXT1 or DXT5 with mipmaps. Forge currently doesn't support ABGR8888 textures, so use PNG instead.
If quality isn't a major concern, follow the steps in Converting Default NUT to DDS
to regenerate
the entire NUT. After completing these steps correctly, you can import, replace, and edit the
textures as you normally would with a custom NUT file.
Autogenerating mipmaps should work in most cases. Refer to the values below if the NUT is causing the game to freeze, most likely from incorrect mipmap counts.
Resolution | Mipmaps |
---|---|
4096x4096 | 3, 4, 13 |
2048x2048, 2048x1024 | 3, 4, 12 |
1024x1024, 1024x512, 1024x256 | 3, 4, 11 |
512x512, 512x256, 512x128 | 3, 4, 10 |
256x256, 256x128, 256x64 | 3, 4, 9 |
128x128, 128x64, 128x32 | 3, 4, 8 |
64x64, 64x32 | 1, 3, 4 |
32x32 | 1 |
- Open the NUT.
- Right click in an empty space in the textures list and select "Regenerate All Existing Mipmaps."
- Save the NUT.
Forge is a much easier method for creating custom NUT files than the previous
method using NUT_Create. The easiest way to create a new NUT file is from a
folder containing all the DDS files you want to import. The DDS files should
have proper dimensions and format. Each value should be named based on the
texture ID in hexadecimal. Textures should be named 40220001.DDS
rather than
MyTexture.DDS
, for example.
- Import the entire NUT from folder of DDS files.
- Save the NUT.
- File > New NUT
- Texture > Import for each NUT
- save the NUT.
DDS NUTs can easily be edited. The NUT Editor enables adding, removing, and replacing DDS textures in the NUT. Be sure to save the NUT after making changes.