General Usage Tutorial text version - Kizari/Flagrum GitHub Wiki

Once you’ve installed the Flagrum add-on you need to load up your existing mod .blend file in Blender 2.8 or later. This is Blender 3.0. If you’re moving from 2.79, we recommend starting a new file to get the proper new UI - copy all objects and paste in a fresh 3.0 .blend


In object mode, select the mesh you want to apply a material to. As you can see I’ve completely deleted Blender materials to keep things clean. You can keep them too. You must apply Flagrum materials to all meshes - MO materials won’t work anymore!

The Flagrum menu lives on the material tab


When you open the drop-down menu, you’ll see all the shader presets we have for materials. Named Human ones are for anyone in the NH folder, as well as are a good default for model replacements. Avatar materials are for any online character, player or otherwise. All weapons use Basic Material.


In this case I picked Named Human Skin for Prompto’s body. You can see that made the material settings appear. You can leave things you don’t care about as default, the values are made to work reasonably well for most cases. The most important thing to set is your textures, BaseColor0 for _b, Occlusion0 for _o if you have it, Normal0 for the _n, MRS0 for _mrs (if you have those separate, just put them in the correct channels of one texture. Metalness goes into red, roughness into green, and specular into blue. Remember to invert your roughness from MO mods as those used reflectiveness instead!) Then there’s the parameters. You’ll notice BaseColor0 has values above 1. That means the skin will have a more intense look, a bit brighter and more saturated. You will have to match that setting to each character.


Clicking the folder icon on texture slots will open this. Just select your textures in any format you’d use for the MO or .btex and Flagrum will take care of the rest.


Each material has a „show advanced options” box as well. Ticking that will load all the other texture slots and parameters that the shader accepts. For the most part, we put settings that you’re likely to need to change up top in the main section and ones that you’ll probably be leaving alone 95% of the time as „advanced”. However, you might want to fine tune things,so feel free to take a peek. If you do something bad, you can always reset the whole material to default settings to undo it!


Once you’re done setting materials on all of your meshes, it’s time to export the mod. You do not need to have anything in the scene selected, but also remember that everything in the scene (aka in the .blend file) will get exported, so delete all unneeded things such as additional meshes or armatures to make sure nothing weird comes along for the ride. You’ll be exporting to an .fmd file, which is our own format that holds the mod data!


Let’s jump into Flagrum! You can use Flagrum to turn mods on and off and edit them. Right now we want to press +New Mod


On the mod creation page you want to select your mod type and target from the drop-down menus. Your next destination is the Browse button (or buttons if your mod type asks for multiple) Select your .fmd file from Blender.


Once processed, you’ll see this settings page. As you can see, we provided default thumbnails that you can change to anything you want


You can change the image, name, description, gear info and stats


When done you just have to click „Save” Before you know it you’ll be back here, and your mod will be among the others :) You can edit it again by just clicking on it.


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