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Posts posted by spacefaces
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We need a tool that lets you quickly swap out the 3d model of a weapon/armor for another weapon/armor. Preferably it should output as a .pak file so as not to override game files. Until we have a way to add new equipment slots like camp slots, this seems like the best option.
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lol... I don't think this was supposed to happen. :laugh:
http://i.imgur.com/crWh02x.png?1
Shar Statue Headwear texture location?
in Discussion
Posted · Edited by spacefaces
OOP
Alright, so I've been digging around through the files and I can't seem to find the texture files for "HUM_F_SharStatue_Headwear.GR2".
The closest I've gotten so far is a line in "Shared\Public\SharedDev\Content\Assets\Characters\Humans\[PAK]_Female_SharStatue\_merged.lsx" that reads:<node id="Resource"><attribute id="DiffusionProfileUUID" type="FixedString" value="" />
<attribute id="ID" type="FixedString" value="4de72362-a0fa-0114-a9e3-89094adcdb4e" />
<attribute id="MaterialType" type="uint8" value="6" />
<attribute id="Name" type="LSString" value="HUM_F_SharStatue_Headwear" />
<attribute id="SourceFile" type="LSString" value="Public/Shared/Assets/Materials/Environment/ENV_Base_TileBlend_Test.lsf" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209030" />
<children>
I searched through "Public/Shared/Assets/Materials/Environment/ENV_Base_TileBlend_Test.lsf" and hit a dead end. I know vaguely that I'm looking for environment textures but I have no idea where to look.Any help would be much appreciated
EDIT:
The tile textures work, but they're not the textures that appear on the statue headwear. These textures appear on Shar in the cinematics.
My new question is this: Is there an easy way to transfer the UV map from one model to another that shares the same geometry?
To clarify, the DEC_GEN_Statue_Shar_Normal and the DEC_GEN_Statue_Shar_Huge are identical. The only difference is the "normal" sized one has less detail.
EDIT 2:
Okay, lesson learned.
If you have a model with a normal map and mask, but no basecolor map, it's easier to create one from by combining elements of the normal/mask.
They hold most of the texture information already.
Digging through files for days for a non-existent texture is a huge waste of time (and sanity)