Well i will try explain but its probably difficult couse need know how hexedit lvl file format. And iam sorry for my bad english
You need extract .dds files by using
.LVL Extractor (0.0.6)
dds file contain textures
Most of textures have 2 or more formats (DXT3, A4R4G4B4 etc) and diffrent MipMaps levels
You can see that by using
Windows Texture Viewer
Now open one of format .dds in photoshop with
dds plugin installed
Edit it (Aplha chanel contain information about transaprent texture)
Now save texture as tga file with 24 bit if no alpha and 32 bit if with alpha
Then you munge it. You need build it with same formats as have dds
So if texture have 2 formats for example DXT3, A4R4G4B4 and have 1 MipMap you need create 2 .tga files and 2 .option
.option file is text file contain parameters for munge texture in need format
for DXT3 and mip map 1 it will
My redshell build contain folder "Complie" where u can find all tga and option files as example
Also you can munge it here couse my redshell build contain "Special light version of mod tool (textures munge only)"
I know some people remeber Bcompiler for build dds but its dont correct buld some DXT3 formats with mipmaps so i didnt used it. There is also tutorial about texture hexedit but i can't find.
Then go to folder "munged" and open in hexeditor your texture (2 or more formats)
Now if all ok and your texture have same fromat as dds FMT_ sections will be same size as setions in your lvl file for texture (tex_ sections aka chunks)
Copy and replace FMT_ chunks from your munged file in lvl one. Look likns below for know how hexedit lvl file
Usually texture have this order of FMT_ chunks:
DXT3
A4R4G4B4
Some
USEFUL likns:
Star Wars: Battlefront Riley's Editing Reference
RepSharpshooter hexedit tutorial