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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"> | |||
<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="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] | |||
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. | ||
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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" />''' | ||
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<node id="VirtualTextureParameters"> | |||
<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> | ||
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<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. |