spacefaces Posted February 23 Share Posted February 23 (edited) 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) Edited February 26 by spacefaces OOP Link to comment Share on other sites More sharing options...
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