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Posted

Hello, I'm making a clothing retexture mod, but there's a certain element that is fur and from what I've seen it works like hair, in that it has a material file that includes "root" and "tip" colours for the fur. I can export it as a json with FModel and easily edit it, but how do I pack it back into the mod? It's very confusing how UE handles things, it doesn't seem like the UE editor can import it and I haven't been able to find any tutorials that covered just editing a material instead of creating a new one.

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Posted

I found a tool that theoretically does it but it doesn't seem to be available anymore. Then also found two plugins that theoretically can do it but haven't been able to make them work. Then tried to make a python script to convert the json into material values, and it also didn't work. Exporting .uasset materials from fmodel and importing into UE editor also doesn't work because they're compiled and give errors. From what I've seen, the only way to do it is recreating from scratch both the parent material and also the instance material the we want to edit. Even using the json as reference, it's soooooooooooooo much work and very easy to mess stuff up and have it inconsistent with the original. 

It's ridiculous, changing something that would take 5 seconds in nifskope now takes days.

Posted
10 minutes ago, SamFisher338 said:

I found a tool that theoretically does it but it doesn't seem to be available anymore. Then also found two plugins that theoretically can do it but haven't been able to make them work. Then tried to make a python script to convert the json into material values, and it also didn't work. Exporting .uasset materials from fmodel and importing into UE editor also doesn't work because they're compiled and give errors. From what I've seen, the only way to do it is recreating from scratch both the parent material and also the instance material the we want to edit. Even using the json as reference, it's soooooooooooooo much work and very easy to mess stuff up and have it inconsistent with the original. 

It's ridiculous, changing something that would take 5 seconds in nifskope now takes days.

What was the tool? I doubt I could find it but may as well know the name.

Posted
17 hours ago, Kingmajor83 said:

Thanks. Never thought I'd say this, but I miss the creation engine; you could turn Skyrim into a 220 gigabyte wabbajack modlist game, and now we can't even change the color of fur.

Yeah, as much as people give Bethesda s#*! for the Creation/Gamebryo engine, it's just so much easier to mod, and plain UE would be even worse than UE + Gamebryo. I thought UE being the industry standard it would have decent tools available, but no. It was already a big headache having to download the whole 50gb engine just to pack a mod instead of just using a 10mb tool.

If you manage to figure out a way to do it give me a shout, I'll focus on other types of mods for the moment lol.

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  • 4 weeks later...
Posted

Hey, if you're still looking, there was a way that a fellow modder found out to a degree at least. He found that while editing fur is over complicated, we can just assign a different fur asset to the clothes. For example, I wanted to make the fur of the Emperor Robes Black, so the fur asset for Black Bears was assigned to it rather than the normal white one.

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Posted

F*ck I hope they just use an updated reworked Creation engine for ES6, I'll happily take last-gen graphics and animations over the crippling of modding, I really will.

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