Guide:Hair Mod File Setup: Difference between revisions

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Line 163: Line 163:
                     <attribute id="ID" type="FixedString" value="955faf79-1707-4ea9-87f4-39a5fba49120" />
                     <attribute id="ID" type="FixedString" value="955faf79-1707-4ea9-87f4-39a5fba49120" />


You want this line to have a unique UUID. Either use multitool to generate a new uuid, or use an extension/plugin for your code editing program.
You want this line to have a unique UUID. Either use the Multitool to generate a new uuid, or use an extension/plugin for your code editing program.


                     <attribute id="Name" type="LSString" value="AT_Hair01" />
                     <attribute id="Name" type="LSString" value="AT_Hair01" />
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This is the path to your hair .GR2 in your mod folders.
This is the path to your hair .GR2 in your mod folders.
* Make sure to use / and not \
* Make sure to use / and not \. Windows will automatically insert \ when copying the file path, so be careful.
* always start the path from your Generated folder
* Always start the path from your Generated folder.
* double check your meshes extension in the folder is .GR2 not .gr2
* Double check that your mesh's extension in the folder is .GR2 and not .gr2. It will not work if the file extension is lowercase.


                     <attribute id="Template" type="FixedString" value="Generated/Public/Autosnapping_Template/[PAK]_Autosnapping_Template/AT_Test.Dummy_Root.0" />  
                     <attribute id="Template" type="FixedString" value="Generated/Public/Autosnapping_Template/[PAK]_Autosnapping_Template/AT_Test.Dummy_Root.0" />  


This path is almost the same as above, so feel free to copy and paste your path from before to this line.
This path is almost the same as above, so feel free to copy and paste your path from before to this line.
* Do not remove .Dummy_Root.0 from the line
* Do not remove .Dummy_Root.0 from the line.
* this line does not need .GR2 at the end
* This line does not need .GR2 at the end. You are linking to the Dummy_Root in the .GR2.


                         <node id="AnimationWaterfall">
                         <node id="AnimationWaterfall">
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                             <attribute id="MaterialID" type="FixedString" value="89b063ff-7bf3-44a8-7e7d-41b29d0dd469" />
                             <attribute id="MaterialID" type="FixedString" value="89b063ff-7bf3-44a8-7e7d-41b29d0dd469" />


This defines the MaterialID, or the texture of your hair (straight, wavy, curly, etc). Usually you want the same material as the hair you used for that part. If the different parts are using the same materials, you can keep this the same for each new section you make.
This defines the MaterialID, or the texture of your hair (straight, wavy, curly, etc). Usually you want the same material as the hair you used for that part. If the different parts are using the same materials, you can keep this the same for each new section you make. See https://bg3.wiki/wiki/Modding:Hair_Meshes for a list of all vanilla hair MaterialIDs.


However when making a new section make sure to also update "_Mesh.0" by increasing the number by 1.
When making a new section, make sure to also update "_Mesh.0" by increasing the number by 1.


For example:
For example: