Modding:Creating mods: Difference between revisions
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* [[Guide:Working with lsx files|Working with LSX files ( example with Progressions.lsx )]] | * [[Guide:Working with lsx files|Working with LSX files ( example with Progressions.lsx )]] | ||
* [[Guide:Custom_Polymorph|Custom Polymorphing]] | * [[Guide:Custom_Polymorph|Custom Polymorphing]] | ||
* [https://www.youtube.com/playlist?list=PLe0NwkOacl_jFoRnGT8iU29WriucyN1mj Padme4000's tutorials] | * [https://www.youtube.com/playlist?list=PLe0NwkOacl_jFoRnGT8iU29WriucyN1mj Padme4000's tutorials] | ||
** [https://youtu.be/siC6fak9zDM?si=r1nezgGOs9OWqOOr Creating Hairs Post Patch 9] | ** [https://youtu.be/siC6fak9zDM?si=r1nezgGOs9OWqOOr Creating Hairs Post Patch 9] | ||
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* [[Guide:Custom_Hair_Highlight|Custom Hair Highlight/Ombre]] | * [[Guide:Custom_Hair_Highlight|Custom Hair Highlight/Ombre]] | ||
* [https://www.youtube.com/playlist?list=PLYJ1Y7lY33WQOho8it-mTq6cIrH8dUeLP Learning Blender] | * [https://www.youtube.com/playlist?list=PLYJ1Y7lY33WQOho8it-mTq6cIrH8dUeLP Learning Blender] | ||
* [https://youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&si=85qV8vXb9vMYzq7C Donut Tutorial] | * [https://youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&si=85qV8vXb9vMYzq7C Donut Tutorial] | ||
** This is not directly BG3-related, but is a great stepping stone into using Blender and working with meshes. | |||
* [https://www.youtube.com/watch?v=B11XBZmIIZc Learn Shape Keys In Under 5 Mins] | * [https://www.youtube.com/watch?v=B11XBZmIIZc Learn Shape Keys In Under 5 Mins] | ||
* [https://www.youtube.com/watch?v=qTgSLYY9uew Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D] | * [https://www.youtube.com/watch?v=qTgSLYY9uew Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D] | ||
=== Texture-Related Tutorials === | === Texture-Related Tutorials === | ||
* [[Guide:Texture_Formatting|Texture Formatting]] | |||
* [https://www.youtube.com/watch?v=o_zgNI9nhns&list=PLe0NwkOacl_jFoRnGT8iU29WriucyN1mj&index=13 Making Custom Armor - Part 2] | * [https://www.youtube.com/watch?v=o_zgNI9nhns&list=PLe0NwkOacl_jFoRnGT8iU29WriucyN1mj&index=13 Making Custom Armor - Part 2] | ||
* [https://astropad.com/how-to-add-texture-to-a-3d-model-using-blender-an-ipad-and-uv-mapping/ How to add texture to a 3D model using Blender, an iPad, and UV Mapping] | * [https://astropad.com/how-to-add-texture-to-a-3d-model-using-blender-an-ipad-and-uv-mapping/ How to add texture to a 3D model using Blender, an iPad, and UV Mapping] |
Revision as of 21:48, 28 November 2023
General Tutorials
- Creating your Meta.lsx
- Unpacking and Converting Files
- Dependencies
- Packaging Mods for install
- Working with LSX files ( example with Progressions.lsx )
- Custom Polymorphing
- Padme4000's tutorials
- Custom Dye Mod Guide by AstralSprout
Mesh-Related Tutorials
- Fixing neck seams
- Fixing UV errors
- Fixing bone errors
- Head Conversion
- Adding new Hairs to Character Creation
- Making Custom Armor - Part 1
- Custom Hair Highlight/Ombre
- Learning Blender
- Donut Tutorial
- This is not directly BG3-related, but is a great stepping stone into using Blender and working with meshes.
- Learn Shape Keys In Under 5 Mins
- Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D
Texture-Related Tutorials
- Texture Formatting
- Making Custom Armor - Part 2
- How to add texture to a 3D model using Blender, an iPad, and UV Mapping
Scripting
Tools
- Lslib
- BG3 Multi-Tool
- BG3 Mini tool
- BG3 Creator's Cauldron
- Volnos Texture Toolbox - BG3 texture tools for blender
Blender Plugins
References
A good external resource Bg3 CC Modding Library put together by Weeviljester
- Asset Prefix References
- Hiding skin/outfit parts: Vertex Color Mask Slots
- Hair/Beard Meshes
- Head Models
- Face and Body Textures
- Colour Maps
Code Snippets
Sample Mods
- Padme's BG3 Tutorials and Modding Resources
- Sample 3D Edited Equipment Mod
- Sample Magic Ring Mod
- Sample Equipment Mod
- Add Scars to Your Character
- Dye Template as Optional File
- Custom Race Template
Other Resources
Colour
- Colouring cheat sheet
- ColourMath Colour Converter Use sRGB 0-1 for the vec3 value.
- RGB Color Picker
Folder Structure
- Mod Name (root folder)
- Generated
- Public
- Mod Name
- [PAK]_Mod_Name <- models and textures
- Mod Name
- Public
- Localization
- Language <- usually English
Mod_Name.xml
<- text for items and spells
- Language <- usually English
- Mods
- Mod Name
meta.lsx
<- Created manually or automatically with the BG3 Mini Tool
- Mod Name
- Public <- use one of the Sample Mods above as a template for this folder
- Game <- icons and other UI elements
- Mod Name <- mod files in plain-text or XML
- Generated
Example meta.lsx
<?xml version="1.0" encoding="UTF-8"?> <save> <version major="4" minor="0" revision="8" build="612"/> <region id="Config"> <node id="root"> <children> <node id="Dependencies"/> <node id="ModuleInfo"> <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/> <attribute id="CharacterCreationLevelName" type="FixedString" value=""/> <attribute id="Description" type="LSString" value=""/> <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/> <attribute id="LobbyLevelName" type="FixedString" value=""/> <attribute id="MD5" type="LSString" value=""/> <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/> <attribute id="MenuLevelName" type="FixedString" value=""/> <attribute id="Name" type="LSString" value="MOD NAME HERE"/> <attribute id="NumPlayers" type="uint8" value="4"/> <attribute id="PhotoBooth" type="FixedString" value=""/> <attribute id="StartupLevelName" type="FixedString" value=""/> <attribute id="Tags" type="LSString" value=""/> <attribute id="Type" type="FixedString" value="Add-on"/> <attribute id="UUID" type="FixedString" value="UUID HERE"/> <attribute id="Version64" type="int64" value="36029237253119790"/> <children> <node id="PublishVersion"> <attribute id="Version64" type="int64" value="36028797018963968"/> </node> <node id="TargetModes"> <children> <node id="Target"> <attribute id="Object" type="FixedString" value="Story"/> </node> </children> </node> </children> </node> </children> </node> </region> </save>