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

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This page shows an example of a _merged.lsf.lsx file that can be used to set up a custom texture for your [[Guide:Hair Creation|custom hair]].
 
This page shows an example of a _merged.lsf.lsx file that can be used to set up a custom texture for your [[Guide:Hair Creation|custom hair]].
 
Your custom texture must be in .DDS (uppercase) format and preferably inside the same folder as your .GR2.
 
To use, replace your _merged file with this example and then use the Replace function to replace the MATERIALUUID and TEXTUREUUID with two new UUIDs, respectively.  HAIRVISUALRESOURCEID needs to be the same as the UUID in CharacterCreationAppearanceVisuals. Also, ensure the names and file paths are changed from New_Hair_Template to whatever your file name/file path is. Everything else can be left as default.


<syntaxhighlight line="1" lang="xml">
<syntaxhighlight line="1" lang="xml">
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<attribute id="DiffusionProfileUUID" type="FixedString" value="" />
<attribute id="DiffusionProfileUUID" type="FixedString" value="" />
<attribute id="ID" type="FixedString" value="MATERIALUUID" />
<attribute id="ID" type="FixedString" value="MATERIALUUID" />
<!--This needs to match the other MATERIALUUID and be replaced with a new UUID.-->
<attribute id="MaterialType" type="uint8" value="18" />
<attribute id="MaterialType" type="uint8" value="18" />
<attribute id="Name" type="LSString" value="HAIR_Test_A" />
<attribute id="Name" type="LSString" value="HAIR_Test_A" />
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<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="f91890c4-306d-4f61-95cf-66426a13d04b" />
<attribute id="ID" type="FixedString" value="TEXTUREUUID" />
<!--This needs to match the other TEXTUREUUID and be replaced with a new UUID.-->
<attribute id="ParameterName" type="FixedString" value="ID_Depth_Root_Alpha_MSKA" />
<attribute id="ParameterName" type="FixedString" value="ID_Depth_Root_Alpha_MSKA" />
</node>
</node>
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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="UNIQUETEXTUREID" />
<attribute id="ID" type="FixedString" value="TEXTUREUUID" />
<!--This needs to match the other TEXTUREUUID and be replaced with a new UUID.-->
<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="New_Hair_Template_MSKA" />
<!--This needs to be the name of your custom texture.-->
<!--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/New_Hair_Template/[PAK]_New_Hair_Template/New_Hair_Template_MSKA.DDS" />
<!--This needs to be the file path to your custom texture in .DDS format.-->
<!--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="New_Hair_Template_MSKA" />
<!--This needs to be the name of your custom texture.-->
<!--This needs to be the name of your custom texture.-->
<attribute id="Type" type="int32" value="1" />
<attribute id="Type" type="int32" value="1" />
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<attribute id="Localized" type="bool" value="False" />
<attribute id="Localized" type="bool" value="False" />
<attribute id="MaterialType" type="uint8" value="0" />
<attribute id="MaterialType" type="uint8" value="0" />
<attribute id="Name" type="LSString" value="Em_New_Hair_Template.GR2" />
<attribute id="Name" type="LSString" value="New_Hair_Template.GR2" />
<!-- ^ Name of your GR2. -->
<!-- ^ Name of your GR2. -->
<attribute id="NeedsSkeletonRemap" type="bool" value="True" />
<attribute id="NeedsSkeletonRemap" type="bool" value="True" />
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<attribute id="Slot" type="FixedString" value="Hair" />
<attribute id="Slot" type="FixedString" value="Hair" />
<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/New_Hair_Template/[PAK]_New_Hair_Template/New_Hair_Template.GR2" />
<!-- Make sure this matches your folder structure. Should have .GR2 at the end. -->
<!-- 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/New_Hair_Template/[PAK]_New_Hair_Template/New_Hair_Template.Dummy_Root.0" />
<!-- Make sure this matches your folder structure. Should have .Dummy_Root.0 at the end. -->
<!-- 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" />
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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 hair material you like. -->
<!--This needs to match the other MATERIALUUID and be replaced with a new UUID.-->
<attribute id="ObjectID" type="FixedString" value="Em_New_Hair_Template.Em_New_Hair_Template_Mesh.0" />
<attribute id="ObjectID" type="FixedString" value="New_Hair_Template.New_Hair_Template_Mesh.0" />
<!-- Make sure this matches your GR2 name. -->
<!-- Make sure this matches your GR2 name. -->
<attribute id="Physics" type="FixedString" value="" />
<attribute id="Physics" type="FixedString" value="" />
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</region>
</region>
</save>
</save>
</syntaxhighlight>Make sure you use the Replace function to replace MATERIALUUID with a new UUID.
</syntaxhighlight>
[[Category:Hair modding]]

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