Modding:Creating hair merged.lsf with custom texture: Difference between revisions

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<attribute id="Depth" type="int32" value="1" />
<attribute id="Depth" type="int32" value="1" />
<attribute id="Height" type="int32" value="2048" />
<attribute id="Height" type="int32" value="2048" />
<attribute id="ID" type="FixedString" value="f91890c4-306d-4f61-95cf-66426a13d04b" />
<attribute id="ID" type="FixedString" value="UNIQUETEXTUREID" />
<attribute id="Localized" type="bool" value="False" />
<attribute id="Localized" type="bool" value="False" />
<attribute id="Name" type="LSString" value="Em_New_Hair_Template_MSKA" />
<attribute id="Name" type="LSString" value="Em_New_Hair_Template_MSKA" />
<!--This needs to be the name of your custom texture.-->
<attribute id="SRGB" type="bool" value="False" />
<attribute id="SRGB" type="bool" value="False" />
<attribute id="SourceFile" type="LSString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template_MSKA.DDS" />
<attribute id="SourceFile" type="LSString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template_MSKA.DDS" />
<!--This needs to be the file path to your custom texture in .DDS format.-->
<attribute id="Streaming" type="bool" value="True" />
<attribute id="Streaming" type="bool" value="True" />
<attribute id="Template" type="FixedString" value="Em_New_Hair_Template_MSKA" />
<attribute id="Template" type="FixedString" value="Em_New_Hair_Template_MSKA" />
<!--This needs to be the name of your custom texture.-->
<attribute id="Type" type="int32" value="1" />
<attribute id="Type" type="int32" value="1" />
<attribute id="Width" type="int32" value="2048" />
<attribute id="Width" type="int32" value="2048" />
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<attribute id="SoftbodyResourceID" type="FixedString" value="" />
<attribute id="SoftbodyResourceID" type="FixedString" value="" />
<attribute id="SourceFile" type="LSString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template.GR2" />
<attribute id="SourceFile" type="LSString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template.GR2" />
<!-- Make sure this matches your folder structure. -->
<!-- Make sure this matches your folder structure. Should have .GR2 at the end. -->
<attribute id="SupportsVertexColorMask" type="bool" value="False" />
<attribute id="SupportsVertexColorMask" type="bool" value="False" />
<attribute id="Template" type="FixedString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template.Dummy_Root.0" />
<attribute id="Template" type="FixedString" value="Generated/Public/Em_New_Hair_Template/[PAK]_Em_New_Hair_Template/Em_New_Hair_Template.Dummy_Root.0" />
<!-- Make sure this matches your folder structure. Should have Dummy_Root.0 at the end and does not need .GR2. -->
<!-- Make sure this matches your folder structure. Should have .Dummy_Root.0 at the end. -->
<attribute id="_OriginalFileVersion_" type="int64" value="144115205255725060" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115205255725060" />
<children>
<children>
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<attribute id="LOD" type="uint8" value="0" />
<attribute id="LOD" type="uint8" value="0" />
<attribute id="MaterialID" type="FixedString" value="MATERIALUUID" />
<attribute id="MaterialID" type="FixedString" value="MATERIALUUID" />
<!-- Use from a material you like. In this case this is our custom material from the MaterialBank above. -->
<!-- Use from a hair material you like. -->
<attribute id="ObjectID" type="FixedString" value="Em_New_Hair_Template.Em_New_Hair_Template_Mesh.0" />
<attribute id="ObjectID" type="FixedString" value="Em_New_Hair_Template.Em_New_Hair_Template_Mesh.0" />
<!-- Make sure this matches your GR2 name. -->
<!-- Make sure this matches your GR2 name. -->