Notes and Observations - CDDTreborn/Tekken7_PC-Modding-Guides GitHub Wiki
Texture Maps
_M files
- Red is the base mask and typically the base colorable section of the texture
- Black is the default block of all color
- White is sometimes a default transparent but could also be colorable depending on the cci for that item
- Multiple colors typically represent other customizable colors on the mesh
TIPS
- TEXTURE EDITING
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- Don't re-invent the wheel. If putting a graphic on a t-shirt that is a square...look at existing customs that have square logos and match the Map file like a stencil. Very helpful in navigating images distorted by the female anatomy.
MULTI CCI - Alisa Winterdress
- 3 CCI available + the base CCI
- UAR swap the CI to the base CI
- For simple swaps that won't require texture or mesh editing use the desired CCI
- For complex swaps that require texture or mesh editing will need to use an unused SK (e.g. korea caps in Head category)
- When doing MI swaps and and an MI shares a base name with another (eg. head_A and head) swap the longer ext first. If only the first is needed then swap the longer with another MI temporarily, then swap the shorter MI, an then swap the longer MI back to original. Alternatively, you can hex edit the longer name temporarily then do the swap and then rename back to original.
- Color mapping is based on the original CCI. still working on understanding exactly how its setup for winterdress cci.
- To edit mesh that needs to be unique swap the SK with an unused one and then use the CCI of the unused SK that was chosen.
- To edit MI that needs to be unique find the MI in the SK asset, UAR swap that MI with the unused MI,
MI Edits
- Swap MI_CH_Base
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- MI_CH_Base_rainbow: enables rainbow color switch
HEX alpha table Hex Opacity Values
100% — FF 95% — F2 90% — E6 85% — D9 80% — CC 75% — BF 70% — B3 65% — A6 60% — 99 55% — 8C 50% — 80 45% — 73 40% — 66 35% — 59 30% — 4D 25% — 40 20% — 33 15% — 26 10% — 1A 5% — 0D 0% — 00
CREATING A UNIQUE EDITABLE MI FROM AN EXISTING
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UAR swap MI1 with MI2 = MI3 EX: MI_CH_cmn_oph_feather to MI_CH_yos_exp_1p_emi = MI_CH_cmn_oph_feather-new
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UAR swap MI1_texture with MI2_texture = MI1_texture3 EX: T_CH_cmn_oph_feather_D to T_CH_yos_exp_1p_blade_E = T_CH_cmn_oph_feather_D-new
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Rename MI3 to texture within the MI asset that will be replaced (e.g. MI2_texture) EX: /Game/Character/Item/Meshes/yos/Extra/yos_exp_1p/Texture/"T_CH_yos_exp_1p_blade_E EX: MI_CH_cmn_oph_feather-new.uasset should now read T_CH_yosh_exp_1p_blade_E.uasset
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Remove the -new from the MI1_texture3 created earlier EX: T_CH_cmn_oph_feather_D-new to T_CH_cmn_oph_feather_D (UAR will not create a -new if one already exists)
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UAR swap MI1_texture3 with the renamed MI3 = MI1_texture4 EX: T_CH_cmn_oph_feather_D with T_CH_yosh_exp_1p_blade_E EX: a new file is created that should say T_CH_cmn_oph_feather_D-new
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Rename the created MI1_texture4 back to MI3 (you can look at it in Hex or CompareIt to see the changes) EX: T_CH_cmn_oph_feater_D-new to MI_CH_cmn_oph_feather EX: /Game/Character/Item/Meshes/cmn/Hair_Acc/cmn_oph_feather/Texture/T_CH_cmn_oph_feather_D
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Delete the MI3 you renamed earlier EX: delete T_CH_yosh_exp_1p_blade_E
Now your MI has been swapped and you can edit the texture as you see fit. I save the new assets in a folder so i an access them and use them later if needed.
USING UNIQUE EDITABLE MI
SETUP AND BASICS TO SWAPPING ADD ITEMS TO A CHARACTER
- CCI that you will use. This is the slot that you will be taking up in the customization menu
- CI that you will load to that slot; usually the same as the CCI but can be different
- A unique SK and CCI if you want to make mesh changes but not have them effect other chars. If changing a mesh that is already unique to the base character, typically does not need a new unique SK and CCI unless it is shared by other meshes (e.g. Feng's Lower Old which is used by 3 CCI's such as normal, custom uncolorable, and gold)
- Know what CCI's you want to add. Do some upfront digging to determine if the name in game actually matches what the file is called.
- Determine how much of the additional and base items you want to be colored...this can get tricky but hopefully i'll find an established method for picking and setting up colorization soon.
FOLDERS TO EXPLORE
D:\quickbms\out\TekkenGame\Content\Mode\TreasureBattle\Sets\
filled with multi cci CS files...not good for coloring but might be good for layering since they have more cci slots
D:\quickbms\out\TekkenGame\Content\Demo\StoryMode\Character\Sets\CI_kaz_bdl_naked_sty12.uasset
more CS with multi cci options...some cci's might have some additional drama triggers?
D:\quickbms\out\Character\tekken_bowl\chara\Mesh\
spare SK with CCI/CI and MIs for all characters
FILES TO PLAY WITH LATER D:\quickbms\out\TekkenGame\Content\Character\Thumbnail\Mesh\SK_CH_kaz_fac_mannequin.uasset
- face with no mouth?