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<div class="nomobile" column-width: "60em2;> | <div class="nomobile" column-width: "60em2;> | ||
Now, you have made a mesh for a certain race. We are going to add it to the game. | |||
First, we add to our meshes.lsx | |||
<version major="4" minor="0" revision="4" build="602" /> | |||
<region id="VisualBank"> | |||
<node id="VisualBank"> | |||
<children> | |||
(START OF ITEM MESH) | |||
<node id="Resource"> | |||
<attribute id="AttachBone" type="FixedString" value="" /> | |||
<attribute id="AttachmentSkeletonResource" type="FixedString" value="" /> | |||
<attribute id="BlueprintInstanceResourceID" type="FixedString" value="" /> | |||
<attribute id="BoundsMax" type="fvec3" value="0.08509202 1.868147 0.04280814" /> | |||
<attribute id="BoundsMin" type="fvec3" value="-0.08422767 1.793357 -0.1403362" /> | |||
<attribute id="ClothColliderResourceID" type="FixedString" value="" /> | |||
<attribute id="HairPresetResourceId" type="FixedString" value="" /> | |||
<attribute id="HairType" type="uint8" value="0" /> | |||
<attribute id="ID" type="FixedString" value="00000000000000000000000000001" /> | |||
<attribute id="MaterialType" type="uint8" value="0" /> | |||
<attribute id="Name" type="LSString" value="HUM_M_CLT_MySweetCirclet" /> | |||
<attribute id="NeedsSkeletonRemap" type="bool" value="False" /> | |||
<attribute id="RemapperSlotId" type="FixedString" value="" /> | |||
<attribute id="ScalpMaterialId" type="FixedString" value="" /> | |||
<attribute id="SkeletonResource" type="FixedString" value="" /> | |||
<attribute id="SkeletonSlot" type="FixedString" value="" /> | |||
<attribute id="Slot" type="FixedString" value="Headwear" /> | |||
<attribute id="SoftbodyResourceID" type="FixedString" value="" /> | |||
<attribute id="SourceFile" type="LSString" value="Generated/Public/MySweetMod/Assets/HUM_M_CLT_Headwear_Circlet_Silver_A.GR2" /> (Remember to set your own filepath for your meshes correctly.) | |||
<attribute id="SupportsVertexColorMask" type="bool" value="False" /> | |||
<attribute id="Template" type="FixedString" value="Generated/Public/MySweetMod/Assets/HUM_M_CLT_Headwear_Circlet_Silver_A.Dummy_Root.0" /> (Remember to set your own filepath for your meshes correctly. Dummy Root may need to be renamed in Blender as a bone part depending on what you are making) | |||
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209020" /> | |||
<children> | |||
<node id="AnimationWaterfall"> | |||
<attribute id="Object" type="FixedString" value="" /> | |||
</node> | |||
<node id="Base"> | |||
<children> | |||
<node id="Tags"> | |||
<attribute id="Object" type="FixedString" value="Never Hide Hair" /> | |||
</node> | |||
</children> | |||
</node> | |||
<node id="ClothProxyMapping" /> | |||
<node id="Objects"> | |||
<attribute id="LOD" type="uint8" value="0" /> | |||
<attribute id="MaterialID" type="FixedString" value="06cee86f-8ca8-a19b-69ea-6fbac8b7516f" /> '''What material it links up to.''' | |||
<attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh.0" /> The .0 denotes mesh load order. | |||
</node> | |||
<node id="Objects"> '''Extra entry for a Level of Detail mesh, which will be seen from a certain distance from the camera. In this case the LOD1.''' | |||
<attribute id="LOD" type="uint8" value="1" /> '''What level of LOD it is''' | |||
<attribute id="MaterialID" type="FixedString" value="06cee86f-8ca8-a19b-69ea-6fbac8b7516f" /> | |||
<attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh_LOD1.1" /> '''The .1 denotes mesh load order.''' | |||
</node> | |||
Note that this is a circlet, so it doesn't need to hide any part of the body. But if it had that code, it would go here. Example: | |||
<node id="VertexColorMaskSlots"> | |||
<attribute id="Object" type="FixedString" value="feet" /> | |||
</node> | |||
And this code would stop the body's feet from loading in and clipping, ideal for boot items. See [https://bg3.wiki/wiki/Modding:VertexColorMaskSlots here for a full list of Vertex Mask Slots for the body.] | |||
</children> | |||
</node> | |||
(END OF ITEM MESH) | |||
</children> | |||
</node> | |||
</region> | |||
</save> | |||
An item will begin in the root template lsx. Here is an example for it: | An item will begin in the root template lsx. Here is an example for it: |