Modding:How To Find A Virtual Texture: Difference between revisions

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We CTRL+F '''HUM_M_ARM_Bandit_C_Body''' and find a mesh entry for it.
We CTRL+F '''HUM_M_ARM_Bandit_C_Body''' and find a mesh entry for it.


   <node id="Resource">
  <node id="Resource">
 
                   <attribute id="AttachBone" type="FixedString" value="" />
                   <attribute id="AttachBone" type="FixedString" value="" />
 
                   <attribute id="AttachmentSkeletonResource" type="FixedString" value="" />
                   <attribute id="AttachmentSkeletonResource" type="FixedString" value="" />
 
                   <attribute id="BlueprintInstanceResourceID" type="FixedString" value="" />
                   <attribute id="BlueprintInstanceResourceID" type="FixedString" value="" />
 
                   <attribute id="BoundsMax" type="fvec3" value="0.5363549 1.713599 0.176041" />
                   <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="BoundsMin" type="fvec3" value="-0.5405712 0.6668076 -0.219203" />
 
                   <attribute id="ClothColliderResourceID" type="FixedString" value="" />
                   <attribute id="ClothColliderResourceID" type="FixedString" value="" />  
 
                   <attribute id="HairPresetResourceId" type="FixedString" value="" />
                   <attribute id="HairPresetResourceId" type="FixedString" value="" />
 
                   <attribute id="HairType" type="uint8" value="0" />
                   <attribute id="HairType" type="uint8" value="0" />
 
                   <attribute id="ID" type="FixedString" value="8e7bcc4a-2b65-d704-1cf0-a1a3bc8b8bd3" />
                   <attribute id="ID" type="FixedString" value="8e7bcc4a-2b65-d704-1cf0-a1a3bc8b8bd3" />  
 
                   <attribute id="MaterialType" type="uint8" value="44" />
                   <attribute id="MaterialType" type="uint8" value="44" />
 
'''                  <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_C_Body" /> (bolded for importance!)'''
'''                  <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_C_Body" /> (bolded for importance!)'''
 
[cut for length]
(cut for length)




We scroll down and find
We scroll down and find


                           <attribute id="LOD" type="uint8" value="0" />
                           <attribute id="LOD" type="uint8" value="0" />
 
                           '''<attribute id="MaterialID" type="FixedString" value="57a6fd6e-c00d-60eb-5e52-31560b95332b" />'''
                           '''<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" />
                           <attribute id="ObjectID" type="FixedString" value="HUM_M_ARM_Bandit_C_Body.HUM_M_ARM_Bandit_C_Body_Mesh.0" />
 
                       </node>
                       </node>


The material ID is what we need. We scroll back up to the start of the file and search that.
The material ID is what we need. We scroll back up to the start of the file and search that.
Line 62: Line 61:
We find
We find


               <node id="Resource">
               <node id="Resource">
 
                   <attribute id="DiffusionProfileUUID" type="FixedString" value="" />
                   <attribute id="DiffusionProfileUUID" type="FixedString" value="" />
 
                   <attribute id="ID" type="FixedString" value="57a6fd6e-c00d-60eb-5e52-31560b95332b" />
                   <attribute id="ID" type="FixedString" value="57a6fd6e-c00d-60eb-5e52-31560b95332b" />
 
                   <attribute id="MaterialType" type="uint8" value="22" />
                   <attribute id="MaterialType" type="uint8" value="22" />
 
'''                   <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" />'''
'''                   <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" />'''




Line 78: Line 77:




                       <node id="VirtualTextureParameters">
                       <node id="VirtualTextureParameters">
 
                     
                           <attribute id="Enabled" type="bool" value="True" />
                      <attribute id="Enabled" type="bool" value="True" />
 
                           <attribute id="ExportAsPreset" type="bool" value="True" />
                           <attribute id="ExportAsPreset" type="bool" value="True" />
 
                           <attribute id="GroupName" type="FixedString" value="Texture Map" />
                           <attribute id="GroupName" type="FixedString" value="Texture Map" />
 
                           '''<attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" />'''
                           '''<attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" />'''
 
                           <attribute id="Index" type="int32" value="0" />
                           <attribute id="Index" type="int32" value="0" />
 
                           <attribute id="ParameterName" type="FixedString" value="virtualtexture" />
                             <attribute id="ParameterName" type="FixedString" value="virtualtexture" />
 
                       </node>
                       </node>




Line 98: Line 97:




<node id="Resource">
<node id="Resource">
 
                   '''<attribute id="GTexFileName" type="FixedString" value="b049a62336641c449903f6ec8b4dae67" />'''  
                   '''<attribute id="GTexFileName" type="FixedString" value="b049a62336641c449903f6ec8b4dae67" />'''  
 
                   <attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" />
                   <attribute id="ID" type="FixedString" value="d53fa1a1-aa8e-2564-1077-42f6c36086c5" />
 
                   <attribute id="Localized" type="bool" value="False" />
                   <attribute id="Localized" type="bool" value="False" />
 
                   <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" />
                   <attribute id="Name" type="LSString" value="HUM_M_ARM_Bandit_A_Body" />
 
                   <attribute id="Prefetch" type="bool" value="False" />
                   <attribute id="Prefetch" type="bool" value="False" />
 
                   <attribute id="PrefetchMipLevel" type="int8" value="-1" />
                   <attribute id="PrefetchMipLevel" type="int8" value="-1" />
 
                   <attribute id="ReferencedColorSpaces" type="uint32" value="6" />
                   <attribute id="ReferencedColorSpaces" type="uint32" value="6" />
 
                   <attribute id="SourceFile" type="LSString" value="" />
                   <attribute id="SourceFile" type="LSString" value="" />
 
                   <attribute id="VirtualTextureLayerConfig" type="uint32" value="3" />
                   <attribute id="VirtualTextureLayerConfig" type="uint32" value="3" />
 
                   <attribute id="_OriginalFileVersion_" type="int64" value="144115205255725056" />
                   <attribute id="_OriginalFileVersion_" type="int64" value="144115205255725056" />
 
               </node>
               </node>


b049a62336641c449903f6ec8b4dae67 is the correct string. Now you can extract it from the virtual textures.
b049a62336641c449903f6ec8b4dae67 is the correct string. Now you can extract it from the virtual textures.

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