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Modding:How To Find A Virtual Texture: Difference between revisions
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This tutorial requires Modder's Multitool, LSLib v19 and a knowledge of how to find things with the multitool. | This tutorial requires Modder's Multitool, LSLib v19 and a knowledge of how to find things with the multitool. | ||
===How to | ===How to find the mesh=== | ||
First thing you need to find the item is its name. | First thing you need to find the item is its name -the exact item name it has. For example, 'The Deathstalker Mantle'. | ||
Put the name(or the NPC's name, to lead you to their CharacterVisuals entry) in the modder's multitool. This should lead you to its entry in the english.loca file. | Put the name(or the NPC's name, to lead you to their CharacterVisuals entry) in the modder's multitool index search. This should lead you to its entry in the english.loca file. | ||
Take the handle | Take the handle (a handle is h[string of numbers], similar to an UIID) and search that. | ||
This should lead you to the ''roottemplate'' of the item. (if it doesnt have one in the roottemplate, it's in the parenttemplate's file instead) | This should lead you to the ''roottemplate'' of the item. (if it doesnt have one in the roottemplate, it's in the parenttemplate's file instead) | ||
You can then find its mesh mapkey. Search that and you should find the meshes lsx entry. | You can then find its mesh mapkey. Search that and you should find the meshes lsx entry.(You can skip the above if you know the mesh name.) | ||
=== Finding it with the mesh name === | |||
Search the mesh name. You may need to append it with HUM_M_ instead of whatever race you are looking for, as most of the gtex are under hum m arm meshes. The same applies with HUM F and female specific meshes. Some meshes also share textures so you may need to remove the ''_a'' or ''_broken'' appendage if you aren't getting any matches. | |||
We like ''''HUM_M_ARM_Bandit_C_Body'''<nowiki/>' so we search this in the multitool. | |||
It has an entry in '''Shared\Public\Shared\Content\Assets\Characters\Humans\[PAK]_Male_Armor\_merged.lsf''<nowiki/>' so we click '''convert & open''' for that. | |||
search | We CTRL+F '''HUM_M_ARM_Bandit_C_Body''' and find a mesh entry for it. | ||
<node id="Resource"> | |||
<attribute id="AttachBone" type="FixedString" value="" /> | |||
<attribute id="AttachmentSkeletonResource" type="FixedString" value="" /> | |||
<attribute id="BlueprintInstanceResourceID" type="FixedString" value="" /> | |||
<attribute id="BoundsMax" type="fvec3" value="0.5363549 1.713599 0.176041" /> | |||
<attribute id="BoundsMin" type="fvec3" value="-0.5405712 0.6668076 -0.219203" /> | |||
<attribute id="ClothColliderResourceID" type="FixedString" value="" /> | |||
<attribute id="HairPresetResourceId" type="FixedString" value="" /> | |||
<attribute id="HairType" type="uint8" value="0" /> | |||
<attribute id="ID" type="FixedString" value="8e7bcc4a-2b65-d704-1cf0-a1a3bc8b8bd3" /> | |||
<attribute id="MaterialType" type="uint8" value="44" /> | |||
''' <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_C_Body" /> (bolded for importance!)''' | |||
(cut for length) | |||
We scroll down and find | |||
<attribute id="LOD" type="uint8" value="0" /> | |||
'''<attribute id="MaterialID" type="FixedString" value="57a6fd6e-c00d-60eb-5e52-31560b95332b" />''' | |||
<attribute id="ObjectID" type="FixedString" value="HUM_M_ARM_Bandit_C_Body.HUM_M_ARM_Bandit_C_Body_Mesh.0" /> | |||
</node> | |||
The material ID is what we need. We scroll back up to the start of the file and search that. | |||
We find | |||
<node id="Resource"> | |||
<attribute id="DiffusionProfileUUID" type="FixedString" value="" /> | |||
<attribute id="ID" type="FixedString" value="57a6fd6e-c00d-60eb-5e52-31560b95332b" /> | |||
<attribute id="MaterialType" type="uint8" value="22" /> | |||
''' <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" />''' | |||
And we do see that it shares a texture with the other bandit models. | |||
At the end of the material we find | |||
<node id="VirtualTextureParameters"> | |||
<attribute id="Enabled" type="bool" value="True" /> | |||
<attribute id="ExportAsPreset" type="bool" value="True" /> | |||
<attribute id="GroupName" type="FixedString" value="Texture Map" /> | |||
'''<attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" />''' | |||
<attribute id="Index" type="int32" value="0" /> | |||
<attribute id="ParameterName" type="FixedString" value="virtualtexture" /> | |||
</node> | |||
So we search d53fa1a1-aa8e-2564-1077-42f6c36086c5. Luckily for us it is in the same file. (If it isn't you may need to search the multitool with it. | |||
<node id="Resource"> | |||
'''<attribute id="GTexFileName" type="FixedString" value="b049a62336641c449903f6ec8b4dae67" />''' | |||
<attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" /> | |||
<attribute id="Localized" type="bool" value="False" /> | |||
<attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" /> | |||
<attribute id="Prefetch" type="bool" value="False" /> | |||
<attribute id="PrefetchMipLevel" type="int8" value="-1" /> | |||
<attribute id="ReferencedColorSpaces" type="uint32" value="6" /> | |||
<attribute id="SourceFile" type="LSString" value="" /> | |||
<attribute id="VirtualTextureLayerConfig" type="uint32" value="3" /> | |||
<attribute id="_OriginalFileVersion_" type="int64" value="144115205255725056" /> | |||
</node> | |||
b049a62336641c449903f6ec8b4dae67 is the correct string. Now you can extract it from the virtual textures. | |||
===Lslib=== | ===Lslib=== | ||
Lslib v19 lets you unpack just specific gtp files via the gtex name. | Lslib v19 lets you unpack just specific gtp files via the gtex name. | ||
Alternately you can just unpack all the VT into one folder, but this is extremely file | Alternately you can just unpack all the VT into one folder and just search with Windows Search, but this is extremely file heavy and not recommended. | ||