Unlocking Texture and Mesh filesnow that we've unlocked the folders, its time to face the actual files we want to edit. This will cover opening the ".texture" files and turning them to a ".dds" file. For Mesh files, just use the "model_view.cmd" file in the "asets" folder and open the files marked ".MESH" in the "go[something]" folders. JUST FOR POINTERS: I recommend unpacking ALL of the folders and copying them to another location as a backup! DO NOT OVERWRITE THE ORIGINAL GAME FILES UNLESS YOU'VE CREATED A BACKUP!!!!
STEP 1Now that you've unpacked the folders, its time to take the plunge and look around inside. NOTE*** I tried opening these with GIMP before using the unpacker tool, so that's why you see the GIMP icon appear in the thumbnail. Don't do the same it'll be much easier to find the files you've converted

STEP 2Open a separate "My computer" explorer dialogue and find the "Steel Armor/docs/modworks" folder. Last time, you used the "Flatwork" folder to decompress the files in the Data folder. Now we're going to convert them so they're Editable.
STEP 3open the "atf2dds.cmd" file. At first, I thought it would be the "tex_changer" thing, but it doesn't seem to have a purpose.
STEP 4As you can see, a Dialogue box appears. Go to the Steel Armor/data/mtc80/shared/packed_data and to a "Tex" folder of your choice. For the purpose of the tutorial, I'll be opening the Tex_misc folder and converting the Unit Insignia's. If you want to edit skins, open the "tex_techn" folder.
STEP 5Open the file desired. Just for a point of reference, the "Bump" files aren't the ones you want to open. Use the "reg" or "trans" files to edit things like vehicles or insignia's.
STEP 6Remember when I told you to open a separate "my computer" dialogue? This is where it comes in handy. Open the original "My computer" and go to the folder with the files we just converted. Because I already tried to open the ".Texture" files with GIMP, they're marked with the icon. Since you followed a tutorial, you probably didn't make the same mistake and can easily identify the files. Either way, they'll be identifiable by the ".dds" on the end. I just used the Search function to easily locate them
