Tekken 8 Modding ‐ Living Document - CDDTreborn/Tekken7_PC-Modding-Guides GitHub Wiki

Materials (UE5)

  • M_AVT_base (Game/Lobby/Character/materials/M_AVT_base) Overall Setup image

M_CH_skin_V3 (Dirty MI) image image image

M_ENV_Base

Content/Environment/Materials/M_ENV_Base image

Materials (Blender)

  • _face_skin

image

  • MTM Node Group

image

  • RAD Node Group

image

-T8 Normal Node Group

image

Asset Hierarchy (Customization)

Example: aml_bdf_miko

Customize Set

    ItemPrefab

        BaseItem

            SourceSkeletalMeshSet: SK_..._msl

            SourceProportionRigMesh: SK_..._prp

            CatwalkClothCollisionAssetItem: CL_

            PheonixDynamicBone Binaries: DYB_

            PheonixSkeletonBone Binaries: ???

            GFurAssetItems: ???

        BaseCharacterItem

        CustomizeItem

Customize_Set (CS_aml_miko)

IP_aml_har_1p (Hair)

IP_aml_bdf_miko (Full Body Item)

IP_aml_hed_miko (Head Item)

IP_aml_fac (Face)

Item_Prefab (IP_aml_bdf_miko)

BaseItem: BI_aml_bdf_miko

BaseCharacterItem: BCI_aml_bdf_miko

CustomizeItem: CI_aml_bdf_miko

BaseItem (BI_aml_bdf_miko)

SetItemPositionId: 6

SourceSkeletalMeshSet: SK_CH_aml_bdf_miko_msl

SourceProportionRigMesh: 

CatwalkClothCollisionAssetItem: CL_CH_aml_bdf_miko

PheonixDynamicBone Binaries: DYB_CH_female_bust

PheonixSkeletonBone Binaries:

GFurAssetItems:

SourceStatic Mesh:

NOTE: Only seems to include the portions being used.

BaseCharacterItem (BCI_aml_bdf_miko)

FighterId: 27

NOTE: 5 of 6 use FighterId: 27 and 1 (BCI_aml_bdf_1p) uses FighterId: 32.

Customize_Item (CI_aml_bdf_miko)

DesignAssignSlotArray (Includes 99 sections for settings)

    DesignAssign_Color

        Assign_Color: RGBA / Hex FFF6E3DF

        Assign_DontColor:

        Assign_EnableChangeHue: "false"

        Assign_Hue:

        Assign_Saturation:

        Assign_Brightness:

    DesignAssign_Pattern

        Assign_ (Pattern/PatternHue/PatternSaturation/PatternBrightness)

    DesignAssign_Surface

        Assign_Detail_AO_Normal_Map

        Assign_Detail_AO_Pow

        Assign_Detail_Normal_Pow

        Assign_Detail_U

        Assign_Detail_V
        
        Assign_Metalness_Max

        Assign_Metalness_Min

        Assign_Roughness_Max

        Assign_Roughness_Min

BaseMakeItem (BMI_) Make-Up Items

Folders/Categories

    _chk_ : Cheek

        _C Color Map

        _M Mask Map

    _eym_ : Eye Make Up

        _C Color Map

        _RAD Roughness/Alpha/D?

    _fap_ : Face Pattern

        _C Color Map

        _RAD Roughness/Alpha/D?

        _M Mask Map

    _lip_ : Lip Make Up

        _C Color Map

        _M Mask Map

        AlbedoOpValue (RGBA/Hex)

            BlendAlphaMultiply

DynamicBone (DYB_Param_AML and DYB_Param_CSV_AML)

Note: Females only

ItemBustParams (NOTE: Includes params for each IP that references an upper (e.g. bdf and bdu) for the character.

    IP_aml_bdf_miko

    ID: 4

    L_Bust

        BoneName: SWG_L_Bust

        airResistance: 9000

        MinAngleLimitVertical: -1

        MaxAngleLimitVertical: 2

        MinAngleLimitHorizon: 0

        MaxAngleLimitHorizon: 0

        goalStrength: 700

        gravityScale: 0.5

        fakeFrictionRateBust: 0.4

        goalStrengthCoefBust: 0.2

        horizontalVelocityLimit: 60


    R_Bust

        BoneName: SWG_R_Bust

        airResistance: 9000

        MinAngleLimitVertical: -1

        MaxAngleLimitVertical: 5

        MinAngleLimitHorizon: 0

        MaxAngleLimitHorizon: 0

        goalStrength: 700

        gravityScale: 0.5

        fakeFrictionRateBust: 0.4

        goalStrengthCoefBust: 0.2

        horizontalVelocityLimit: 60

    virticalRotOffset: 0.1

    turnBoostOffset: 0

Asset Hierarchy (Effects)

Example: ECI_grl_eff_00 (Kazuya default effect item)

EffectCharacterItem (ECI_)

EffectCharacterItem

    ItemName: 00 (01,02,03)

    FighterId: 8

    Particle

    CharacterEffectItems

        ObjectName: "NiagaraSystem'ns_ef_GRL_02'", (NOTE: In T7 it was PS_ for Particle System; however, Niagra is the newest UE5 system)

        ObjectPath: /Game/Effect/Polariswork/Character/grl/NiagaraSystem/ns_ef_GRL_02.79

NiagraSystem (ns_)

Abbreviations

Char Names

Categories

Prefix and Suffix

CH: Character SK: Skeletal Mesh SKT: Skeleton T_: Texture

Textures

Har/Hair

    ADI: Alpha / Depth / Scatter ?

    R: Root Mask

    SCM: Scalp Mask

    RMA: Roughness / Metallic / AO
    
    H: Height Map

Fac/Face

    C: Color

    R: Root

    N: Normal

    A: Alpha/Opacity

    ADI: Alpha / Depth / Scatter ?

    MTM: Metallic / Tint / MuscleMask ?

    SCM: Scalp Mask

    RAD: Roughness (Note: I prefer to use this for specular in Blender) / AO (Note: AO Blend 0.5 Multiply looks good) / Dirt 

Stage

    C: Color (Color and Alpha)

    N: Normal (DX BC5)

    U: (MRA) / Metal / Roughness / Ambient Occlusion

Character Names and IDs

aml - Jun - Animal

ant - Jin - Ant

bbn - Raven - Babboon

bsn - Steve - Bison

cat - Azucena - Cat

ccn - Jack - Cocoon

cht - Bryan - Cheetah

cml - Yoshimitsu - Camel

crw - Zafina - Crow

ctr - Claudio - Caterpillar

dek - Practice Dummy - Dummy

der - Asuka - Deer

ghp - Leo - Grass Hopper

grf - Paul - Giraffe

grl - Kazuya - Gorilla

hms - Lily - Hamster

hrs - Shaeen - Horse

jly - Leroy - Jelly Fish

kal - Nina - Koala

klw - Feng - Killer Whale

kmd - Dragunov - Komodo Dragon

lon - Victor - Lion

lzd - Lars - Lizard

mnt - Alisa - Manatee

pgn - King - Pigeon

pig - Law - Pig

rat - Ling - Rat

rbt - Kuma - Rabbit

snk - Hwoarang - Snake

swl - Devil Jin - Swallow

ttr - Panda - ???

wlf - Lee - Wolf

zbr - Reina - Zebra

Stage Names

Unknowns

  • Proper and complete hair shader
  • Proper cloth shader
  • Proper skin shader