kerry0000 Posted September 19, 2018 Share Posted September 19, 2018 Has anyone solved the problem of importing an XML file alongside an FBX file into a .w2mesh? When I export a .w2mesh file and edit the .xml file to force the .fbx mesh to load new textures, then import them back into .w2mesh format with either wcc_lite or the latest xtcModKit, the changes to the .xml file are eliminated! The importing process seems to just exclude the data of the edite .xml file and simply creates a new one for the mesh, with vanilla values. I'm not the only one with this problem. It appears in many forums, but nobody has offered a solution yet. Some people have claimed to have "solved" the problem without posting HOW they did it (the bastards). Please see the attached image for reference. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
KoalaNalle Posted September 19, 2018 Share Posted September 19, 2018 If you need to meddle with the xml's only use WolvenKit to access the values, no need to uncook and cook. If you make mesh changes like in blender the material name has to be the same in xml and in editor. Link to comment Share on other sites More sharing options...
kerry0000 Posted September 19, 2018 Author Share Posted September 19, 2018 Thank you for the reply. I'm not making any mesh changes at all, just exporting the mesh specifically to change the XML files to ensure that a custom texture is loaded. WolvenKit only accesses the .w2mesh file (not the xml within it) and only allows you to change the material instance directories, which point to the .w2mi (material) files. The problem is that the xml file within the w2mesh just overwrites any changes you make in WolvenKit. in other words, you cannot use WolvenKit to change the xml file within the w2mesh, which HAS to change if you want to use a new custom texture for a mesh. It has been done. The Wild Nudity mod changes the xml's within the w2mesh file to give Triss a new custom texture, for example. But the author hasn't responded to my messages. The problem is that .w2mesh files contain an fbx and an xml file when you export them. But when you import them again you can only select the fbx file, which means that a new xml is then created with default values within the new w2mesh. I need that new xml file to contain new values. As mentioned, there are modders who have done this successfully. Any mod that creates custom textures for custom meshes in the game has to have custom xml's within the w2mesh file. But I cannot for the life of me get an answer from anyone! Link to comment Share on other sites More sharing options...
KoalaNalle Posted September 19, 2018 Share Posted September 19, 2018 There is no xml inside the mesh, wcc_lite makes it upon uncooking. It reads the exactly the same info as WolvenKit reads. And if you make changes in the extracted xml, wcc_lite will cook the changes with the xml to get the w2mesh. So you'll only need WolvenKit to make the changes. Link to comment Share on other sites More sharing options...
kerry0000 Posted September 19, 2018 Author Share Posted September 19, 2018 Okay, thank you KoalaNalle. I appreciate you taking the time to help me. When I import the changes, wcc_lite does not read the changes in the xml. I know this because when I export it again to check, the xml is back to default values. In WolvenKit I can only change the path to the material files for the w2mesh (the path to the .w2mi files). I also update those files to include the new paths to my custom textures. But packing the changes in WolvenKit does not make any difference. My custom mesh still just loads the default textures. I'm wondering how other modders duplicate a mesh, give it a unique name and directory, with new textures, and then have it load with those new custom textures? I can create a duplicate mesh in a unique directory, give it new material (w2mi) files and everything, but it always just loads default textures from the default folder for the original mesh. This is what I'm working with: The .w2ent files that define the character are changed in both the gameplay and model folders, in order to reference the .w2ent file that defines which .w2mesh file to be used.I then change that last .w2ent file to point to my custom .w2mesh.That custom .w2mesh itself is edited to call upon my custom material (w2mi) files that define the path to the custom textures.And I have the custom textures in the right folder. Loading the custom mesh works in-game, but it sill just loads the default textures no matter what. I just don't see where I'm going wrong :confused: Link to comment Share on other sites More sharing options...
Scoutbr0 Posted September 19, 2018 Share Posted September 19, 2018 (edited) Have the entire game uncooked via wcc_lite and use it as a depot when importing the mesh/textures. Edited September 19, 2018 by Scoutbr0 Link to comment Share on other sites More sharing options...
KoalaNalle Posted September 19, 2018 Share Posted September 19, 2018 All unique names and directories must be loaded from DLC side, not Mod. Mod files has to be vanilla named and vanilla path. Maybe that's what's wrong. Link to comment Share on other sites More sharing options...
KoalaNalle Posted September 19, 2018 Share Posted September 19, 2018 Also sorry for posting so sort answers. I'm on mobile :) Link to comment Share on other sites More sharing options...
kerry0000 Posted September 19, 2018 Author Share Posted September 19, 2018 (edited) @KoalaNalle - Short answers are more than fine, so thanks again. Here's where I have a small issue reagrding it having to be a DLC: The mod Wild Nudity Project is installed as a mod, not a DLC, and the material file (w2mi) that they've created points to custom-named textures that do not exist in the vanilla game. They have not edited existing texture files that then keep the same name, but have created new texture files with new names. And they've done the same for certain meshes. Unique paths and everything. In a mod (not DLC).I'd gladly settle for ANY way to make a mesh load a unique texture file. @Scoutbr0 - Thank you for taking the time to help. I've uncooked the entire game with xtcModKit (4.1) and also with wcc_lite. I have, however, noticed an error when packing with wcc_lite, specifically mentioning that neither .fbx nor .xml files for my mesh were found. But those files would not exist in the depot, right? Because the only mesh file in the uncooked depot would be a .w2mesh file. Edited September 19, 2018 by kerry0000 Link to comment Share on other sites More sharing options...
Scoutbr0 Posted September 19, 2018 Share Posted September 19, 2018 I recommend using W3Oven. The uncooked depot is where wcc_lite will look for reference resources when importing (which includes .w2mi and .w2mg). Take note that the Uncooked folder is different from the Uncooked Depot when building a mod. If these steps donât work, you should try setting the material setting from local=true to local=false or vice-versa. Never ran into such issue but I donât exactly remember what setting it is for my mods. Link to comment Share on other sites More sharing options...
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