Information A tool to replace textures in DirectX 11 applications. Aims to do the same thing as uMod tool did for DirectX 9. Download link Resorep | Undertow Spoiler: How to report a bug Prepare the following files: Screenshot of Resorep window. ui.log, uisettings.ini, dllsettings.ini files in the Resorep folder. Dll log file. Its path is specified in the "Dll log location" section in the Resorep window. Screenshot of contents of a folder with game executable. For Black Desert it is the "bin64" folder. If you are using Resorep with Black Desert and game is crashing or hanging, prepare a copy of "My Documents\Black Desert\Dump" folder. Now copy all these files into some folder and create a ZIP archive of that folder. Upload this ZIP archive to some file hosting e.g. MediaFire Send me a private message with the following information: Link to ZIP archive Problem description. Your Windows version. Spoiler: My game is not working anymore! How to fix it? Remove all applications from hooked application list in Resorep UI if you can. Perform a file search on a game folder. Find and delete all instances of the following files (only inside the game folder or any subfolders, not system-wide!): game_d3d11.dll ori_d3d11.dll d3d11.dll dllsettings.ini After that you may try to use Resorep again carefully. Spoiler: Limitations of current version Limitations of current version No global hooking mechanism. Supports only one of many texture loading mechanism of DirectX 11. Supports only DirectX 11 applications. Has some unknown bugs. Spoiler: List of supported games List of supported games Black Desert Online (64-bit DirectX 11 version) Rise of the Tomb Raider (64-bit DirectX 11 version) Sleeping Dogs Definitive Edition (64-bit DirectX 11 version) Assassin's Creed Rogue (64-bit DirectX 11 version) Batman Arkham Knight (64-bit DirectX 11 version) Just Cause 3 (64-bit DirectX 11 version) For more complete list please see Resorep Compatibility List Many thanks to Lazyeye007 for the list. Spoiler: Usage instructions Usage instructions For mod users Download and install Microsoft Visual C++ 2015 Redistributable from Download Visual C++ Redistributable for Visual Studio 2015 from Official Microsoft Download Center Download and install Windows x64 version of Java Runtime Environment from Java SE Runtime Environment 8 - Downloads Launch resorep.jar - double click it in Windows Explorer. It will prompt for the DirectX 11 64-bit dll location. Set it. It is usually C:\Windows\System32\d3d11.dll. Make sure that your Windows user has write rights for game folder! Click the "+" button in the "Applications to hook" section. Choose the game executable. Not the game launcher but game itself. [Optional] Change "Load modded textures from" path if you wish. You may close the resorep.jar application now. Find and download modded textures (for BDO see the "Where to find modded textures for BDO" section). Unpack and copy modded textures into folder specified by "Load modded textures from" path. Launch the game. For modders Download and install Windows x64 version of Java Runtime Environment from Java SE Runtime Environment 8 - Downloads Launch resorep.jar - double click it in Windows Explorer. It will prompt for the DirectX 11 64-bit dll location. Set it. It is usually C:\Windows\System32\d3d11.dll. Make sure that your Windows user has write rights for game folder! Click the "+" button in the "Applications to hook" section. Choose the game executable. Not the game launcher but game itself. [Optional] Change "Save original textures to" path if you wish. Launch the game. To reduce amount of captured textures, wait for the moment when the texture you are going to mod is about to be displayed for the first time. Enable the "Save original textures" checkbox when the texture you are going to mod is about to be displayed for the first time. Disable the "Save original textures" checkbox when the texture you are going to mod was displayed in-game. Open folder specified in "Save original textures to". Find the texture you are going to mod in one of the subfolders. There are different subfolders for different texture compression algorithms. Mod the texture (use Intel(R) DDS Plugin for Photoshop - https://software.intel.com/en-us/articles/intel-texture-works-plugin ). You may change the texture resolution as you wish as long as you keep original aspect ratio. Save the texture to other folder using the same compression algorithm and with mipmaps setting set to "Generate mipmaps". You may add arbitrary text to file name by placing ~ after number in file name and placing text after ~. E.g. "123456789~Example text.dds" Do not delete the original unmodded dds! It may be required later to autoupdate your modded textures in case of Resorep hashing algorithm change. [Optional step] If you want to encrypt your textures - drop me a private message Now when you have the modded texture use steps from the "For mod users" section. Spoiler: I can't launch jar file, what to do? Manual installation method: Copy C:\Windows\System32\d3d11.dll to same folder as BlackDesert64.exe file. Rename copied d3d11.dll to ori_d3d11.dll (in the game folder, not in the system folder!) Copy dx11proxy64.dll to same folder as BlackDesert64.exe file. Rename copied dx11proxy64.dll in BlackDesert folder to d3d11.dll Create dllsettings.txt file in same folder as BlackDesert64.exe file. Open dllsettings.txt file with Notepad. Put the following text inside dllsettings.txt file: Code: modded_textures_folder=C:\temp\modded original_textures_folder=C:\temp\original save_textures=false application_to_hook=C:\Games\BlackDesert\live\bin64\BlackDesert64.exe dll_log_file=C:\temp\dll.log Download, extract and put modded textures into some folder. Change modded_textures_folder path to folder with modded textures. Change original_textures_folder to some empty existing folder. Change application_to_hook to path to your BlackDesert64.exe file. Change folder in dll_log_file path to some existing folder. Save and close dllsettings.txt file. Change the dllsettings.txt file extension to dllsettings.ini Run the game. Spoiler: Roadmap Roadmap Things that (hopefully) will be implemented in the future: Global hooking. Support for different DirectX 11 texture loading methods. Support for DDS with data arrays. Online update. Other cool stuff. Spoiler: How to contribute How to contribute If you have some C/C++/Java skills and willing to contribute - PM me to get access to source code repository (hopefully it will become open source later).