Editing Modding:Armor/Clothing Texture Maps

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== Armor/Clothing Texture Maps (Basic) ==
== Armor/Clothing Texture Maps (Basic) ==
=== Base Map - BM ===
=== Base Map - BM ===
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== Parameters and corresponding colours inside MSKColor/MSKcloth ==
== Parameters and corresponding colours inside MSKColor/MSKcloth ==
 
[[File:MSKcloth.webp|942x942px]]
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|+Parameters & Colors
|+Parameters & Colors
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|#80FF00
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[[File:MSKcloth.webp|600x600px]]


== Armor/Clothing Texture Maps (Advanced) ==
== Armor/Clothing Texture Maps (Advanced) ==
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=== Alpha (aka Transparancy) ===
=== Alpha (aka Transparancy) ===


Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active.
Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active.[[File:Example_of_BMA_file_with_Alpha_channel.jpg|thumb|429x429px|Example custom Base Color + Alpha Map|left]][[File:Example_of_shader_use_with_Alpha.png|alt=Example of shader used + _BM with Alpha|thumb|541x541px|none|In-game view]]
 
 
[[File:Example_of_BMA_file_with_Alpha_channel.jpg|thumb|429x429px|Example custom Base Color + Alpha Map|left]][[File:Example_of_shader_use_with_Alpha.png|alt=Example of shader used + _BM with Alpha|thumb|541x541px|none|In-game view]]
 




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=== VertCut ===
=== VertCut ===
Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote>
Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote>
This one supports alphas, MSKColours, and vertcut:
<blockquote>Public/Shared/Assets/Materials/Characters/CHAR_BASE_AlphaTest_2S_Dither.lsf</blockquote>




=== What if I want to use x and x? ===
=== What if I want to use x and x? ===
Some combinations of the above are also possible, though again, we are limited by the amount of non-VT ones that allow for them. See the page [[Modding:Non-VT Shaders|here]].
Some combinations of the above are also possible, though again, we are limited by the amount of non-VT ones that allow for them:<blockquote>shader (allows for x + x)</blockquote><blockquote>etc</blockquote>Many more shader configs with specific purposes exist, you can always check within the shader config .lsf file to see what texture maps + parameters it allows.
 
Many more shader configs with specific purposes exist, you can always check within the shader config .lsf file to see what texture maps + parameters it allows.


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[https://substance3d.adobe.com/magazine/bringing-life-to-legends-character-art-in-baldurs-gate-3/ Source]
[https://substance3d.adobe.com/magazine/bringing-life-to-legends-character-art-in-baldurs-gate-3/ Source]
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