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Modding:Armor/Clothing Texture Maps: Difference between revisions
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Added a note regarding shaders using different spellings for the GlowColour/GlowColor property.
(Added a note regarding shaders using different spellings for the GlowColour/GlowColor property.) |
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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3. | |description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3. | ||
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== Armor/Clothing Texture Maps (Basic) == | == Armor/Clothing Texture Maps (Basic) == | ||
=== Base Map - BM === | === Base Map - BM === | ||
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== Parameters and corresponding colours inside MSKColor/MSKcloth == | == Parameters and corresponding colours inside MSKColor/MSKcloth == | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Parameters & Colors | |+Parameters & Colors | ||
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|#80FF00 | |#80FF00 | ||
|} | |} | ||
[[File:MSKcloth.webp|600x600px]] | |||
== Armor/Clothing Texture Maps (Advanced) == | == Armor/Clothing Texture Maps (Advanced) == | ||
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<blockquote>Public/Shared/Assets/Materials/Base/Base_GM_Pulse_FX.lsf</blockquote>^ A little more advanced, as it lets you set Glow Map color via either an overlaid GlowColor OR you can insert the colors directly into the Glow Map depending on your chosen settings, and also lets you set a pulse animation on the glow. Does not support MSKcolor maps! | <blockquote>Public/Shared/Assets/Materials/Base/Base_GM_Pulse_FX.lsf</blockquote>^ A little more advanced, as it lets you set Glow Map color via either an overlaid GlowColor OR you can insert the colors directly into the Glow Map depending on your chosen settings, and also lets you set a pulse animation on the glow. Does not support MSKcolor maps! | ||
[ | |||
[[File:Example of Base GM Pulse FX (animated).mp4|none|thumb|Example of Base_GM_Pulse_FX]] | |||
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</syntaxhighlight> | </syntaxhighlight> | ||
'''And the GlowColor setting for both shader configs:'''<syntaxhighlight lang="xml"> | '''And the GlowColor setting for both shader configs:''' | ||
(Note: You may need to use the American spelling 'GlowColor' and not the British spelling 'GlowColour' depending on which shader you're using. You can extract the config file for the shader you're using (e.g. 'CHAR_BASE_GM.lsf') if you want to double-check which spelling it uses).<syntaxhighlight lang="xml"> | |||
<node id="Vector3Parameters"> | <node id="Vector3Parameters"> | ||
<attribute id="BaseValue" type="fvec3" value="0 0 0" /> | <attribute id="BaseValue" type="fvec3" value="0 0 0" /> | ||
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Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active. | Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active. | ||
[[File:Example_of_BMA_file_with_Alpha_channel.jpg| | |||
[[File:Example_of_BMA_file_with_Alpha_channel.jpg|thumb|429x429px|Example custom Base Color + Alpha Map|left]][[File:Example_of_shader_use_with_Alpha.png|alt=Example of shader used + _BM with Alpha|thumb|541x541px|none|In-game view]] | |||
=== Backfaces (Two-sided textures) === | === Backfaces (Two-sided textures) === | ||
A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote> | A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote> | ||
You don’t need to do anything special when switching to this shader, the textures used within the materials will now just appear double-sided. Note that this one also allows for transparency, as a non-VT alternative just for _2s exclusively doesn’t exist for us to use. As long as you don’t have an Alpha channel in your Base Color Map it won’t affect your textures. | You don’t need to do anything special when switching to this shader, the textures used within the materials will now just appear double-sided. Note that this one also allows for transparency, as a non-VT alternative just for _2s exclusively doesn’t exist for us to use. As long as you don’t have an Alpha channel in your Base Color Map it won’t affect your textures. | ||
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=== VertCut === | === VertCut === | ||
Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote> | Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote> | ||
This one supports alphas, MSKColours, and vertcut: | |||
<blockquote>Public/Shared/Assets/Materials/Characters/CHAR_BASE_AlphaTest_2S_Dither.lsf</blockquote> | |||
=== What if I want to use x and x? === | === What if I want to use x and x? === | ||
Some combinations of the above are also possible, though again, we are limited by the amount of non-VT ones that allow for them: | Some combinations of the above are also possible, though again, we are limited by the amount of non-VT ones that allow for them. See the page [[Modding:Non-VT Shaders|here]]. | ||
Many more shader configs with specific purposes exist, you can always check within the shader config .lsf file to see what texture maps + parameters it allows. | |||
<br> | <br> | ||
[https://substance3d.adobe.com/magazine/bringing-life-to-legends-character-art-in-baldurs-gate-3/ Source] | [https://substance3d.adobe.com/magazine/bringing-life-to-legends-character-art-in-baldurs-gate-3/ Source] | ||
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[[Category:Modding resources]] | [[Category:Modding resources]] | ||
[[Category:Armor modding]] |