#[ER] Bow Mod
290 messages · Page 1 of 1 (latest)
What
didnt want to clutter the main chat
What’s the issue
working on finishing the first of many spells in the mod im building, just need to fix the bow model/texture issue. Jenova was helping me and i wanted to move out of the main chat as others were asking about new stuff
didnt want to drown them out
tagged u and Gen as you guys helped me a lot too
10-4 one sec
line 841 is in the middle of something not a new property
the example that Jenova linked showed a vector4 and i cant find one in that fxr
i have already recolored this sfx but the main bow frame doesnt change color and i thought it was a texture as i found a ref for one
old witchy converter
Updaaaaaate
weird, property seems to be changed by the tool
Jenova
nah, then I can no longer convert my old ones
Where the texture reference in the xml
I have a whole guide for this
Literally for this
i followed the guide homie
no texture referenced on the model
fixed all but the boe frame
and color isn't in the matxml (or atleast I don't think so)
one sec
Then how did he recolor
I fucking hope not
I don’t even want to think about that
But I also made a tutorial for that
Matbins can eat shit and die
with the tool but it doesn't take effect
#tools-and-resources message
i used that to reolor the fxrs in question
I don’t use that based on principle
Regardless
The 605 doesn’t have a texture reference?
i liked it for the batch nature of its editing
605?
this is all the files i have had to mess with to recolor the bow
it uses a LOT of fxs
19
idk, i was told that the model would come into play as i tried to recolor the textures and point at them instead of the og texture
Look at all the reslists for the fxr
Find the model that way
i found them, cloned them, recolored the clones, then changed the .tif to point at the new cloned recolor
didnt find a flvr that i am aware of
Then you don’t have the correct fxr
was told that the texture wasnt loading do to a model not being called that sees the texture i made
okay ill look
uh.....yeah? It is not applied in the game is what I am saying. What is the question about 
just checked none do
What
Then how do we have footage of it
that is with the old color
it is 10015, used for all glowing spawned sfx weapons
Oh
Still should be in reslist
The texture for the now exists unless rayan lying to me
start to finish for recolor:
Found all fxr files associated with original spell
cloned them with new IDs and edited the unpacked fxr for each to change the ID inside
Then changed the referenced SFX in the TAE file to point at the new fxr files that are recolored
How do you know you found them all
Unless you went through every fxr.xml I don’t believe you
these two i changed also
i did go through them all looking by action 132 search as u directed me to
If you changed the texture ID, you’ll have to edit the path through flver editor
Good man
the textures at this point are irrelevant unless that becomes nessicary
Still, should be a flver
They are necessary, I don’t understand what you mean
The model is colored by those textures
so part of the bow visual aspect of the spell IS a model? and thereby needs a texture to recolor?
I thought that was already figured out?
how are these textures referenced on the model...
The second aspect is not always true
It def looks like a model
yes, model ID is 88640, the textures have the corresponding ID
Just change the original spell for now
Change the original files instead
You must change the file path via flver editor to get these to work
I mean, if we are unsure
I’m pretty sure I got it all figured out
the goal of all of it is to make a stand alone spell that doesnt replace the original spell
Ok then edit it flver 
so changing the original isnt an option for my goal
But it’s a step for proof of concept
okay can do
Basically, this is what your issue is as I see it:
idea atm is clone a new model and then "assign" the new texture, then call the new model ya?
-you have not located the fxr that uses the model
-you must change the fxr.xml to reference the new model id
-you must edit that paths for the models textures to the new textures using flver editor
You must get each of those to work
So do step 1 first
Find the reslist with the flver
526260 (has ref)
526262
526263
526264
526265
526267 (has ref)
526268
526269
526270 (has ref)
526271
526273
526275 (has ref)
526278
526282
526284
526287
526289
this was a notepad i kept while looking through the fxrs
ill start looking gotta afk tho
brb
I have an idea
The original texture ref I found may have been a MODEL ref instead, and I just thought it was a texture ref
what is a .sib file?
Hrm maybe it’s the model file, whoops
Sib is a developer file name, we don’t use it
Let me check quick
Sorry my fault, that is the model
ran a find in files against the ENTIRE common effects
there are 6 xmls in 7167 that ref that number which is the model
correction
2 of those are the recolor clones of mine
so it's :
526260
526265
632560
632566
the last 2 i have not cloned
I don’t know what 7167 is but
6 search hits in 7167 files checked
Now for the fxrs that use the model, search the fxr.xml and replace the vanilla model id with your new one
Do that
632560
632566
these two are anomolies
they show blank on the master list of fxrs and have not been cloned by me yet
but they reference the model
Theres another spell that uses the bow model
As well as the one for enemies
Just stick to the fxrs you already have
only one enemy uses the spell (two variants but one entity and the spell is the same both fights)
10-4
best flver editor?
fresh waters here
It’s called Flver editor lol
Oh no
flver editor 2 is what you need
This is the part I’d have to guess at
Jenova do you know how to change the texture paths
we have found the file!
found the path editing spot i think
flying on intuition atm
materials -> edit textures
but in mine there were none set
That’s because there’s four
Look at the file names
Replace with the correct files
Emissive normal metallic and albedo
okay done and saved into the files
time to repack and try again
let me double check the reslist files
that's the type, not the path but well, good luck
Remember, my guide has a massive fucking troubleshooting list
It’ll cover everything except a bit of the model stuff
we have a model! look flat and wierd but its there
maybe a texture issue? when i export the texture there were a lot of export options
i chose the one from the guide but maybe that didnt work
i came late but im not experienced with models and textures but thnx for including me if you have questions about bullets, speffects (dsms stuff) or TAE (dsas) stuff ask me!
its a texture issue but
I think it needs those metal map?
oh wait
no you just didn't map the texture right
it's not using the texture at all
you can find the export settings guide on the wiki
verify using the texdiag method
may be able to bypass the texture situation
you wat
One of the sfx has a good particle shape in bow-ish form i could just extend the duration so it is active through the whole spell and then i wouldnt need a model at all
the mist looking spx during the initial draw, it disappears after u reach the held state in the TAE but reappears for just a moment at time of firing
if i could add that oneshotffx to the held portion of the tae then i wont need the bow model at all
do u see the sfx i mean?
i feel cheated that you're doing this instead of finishing the model but whatever you want I guess
i may revisit the model but its all about what will look the cleanest and work easiest
since you removed the type it will not apply the matbin properties I guess
I checked and the matbin contains the texture files so you need to duplicate it and set the textures there
Material\allmaterialbnd\sfx\matxml\s88640_S[AMSN]_em.matxml
convert with witchy
at the bottom
did you just recolor the textures? or copied it and made a new one?
if you renamed it. paste the texture name here
"sxxxxx_a" for albedo
"sxxxxx_em" for emissive
did you confirm that? it simply overwrites the ones from the matxml?
They copied and renamed
Copy and renamed, sorry I work all during the am(CST) didn't notice the messages. I'll be home in a few hours. Gonna try to fix the texture tonight and be done with the first spell. Then it's 17 more lol fml
is there a way to view the textures in FLVR editor so i cann make sure they look right before repacking and testing in game?
The new versions should be able to do that
But it won’t be able to take into account game lighting
the original tetxure is transparent and glowy and all i did was clone and recolor why is it so flat looking?
did i save the texture wrong?
Probably
“Flat looking”
It looks like it straight up isn’t loading
Glowy is the emissive texture
would that be something done wrong in FLVER Editor?
Likely
Export settings are on the wiki
do u hasve a handy dandy guide on tap?
Above
so you got a new material, set your new textures there, recolored them and what does it look like now?
the above video was the rsult of that process Jenova
im trying again by redoing my clone/recolor steps to make sure i didnt bork the texture at some point
i need some clarity on ur guide Andy
okay when i save the model with the textures now using the color overlay method it is saving a .flver and a .tpf file
do i need to do anything with the tpf?
according to the guide the dds are inside the tpf but witchy decompresses all the way down to dds without the extra unpacking step so in this case i would just put the flver model in "models" and my dds files in "textures" right?
okay so third attempt the model still looks like shit
The texture is losing transparency
tested the other (original) texture in flver editor and it looks fine. mine is flat bc it lost its transparency
@fallow rune i have tried and tried but that model still looks like shit
no change even went through the effort of getting photoshop to make the changes still crap
im doing something incorrectly or it cant be done one of the two
these are the base files from the game that im recoloring and it will not take the recolor without looking like flat garbage
also looks very dark if not black on the tips and im not sure why
to make clear what you did record a vid of the steps you took and upload it to https://streamable.com/ and paste the link here so they can see exactly what you did
N:\GR\data\Material\mtd\sfx\matxml\s88340_Glow.matxml
use this mtd path from adula's blade
after pasting the mtd path press "apply matbin textures"
it will then fill the path on the right side
just replace the texture name with yours
What McKenyu said.
great and easy solution but still: why doesn't it work to change the textures?
@here is there a particular range for the vendor entries i need to follow? I intended to add the spells to the maiden but she doesnt have enough IDs before the next merchant begines
In that case I think you will have to edit the vendor talk esd file using ESDStudio, changing the range values. If you edit any vendor that also drops a bell bearing when killed, you will also need to edit Maiden Husks esd file accordingly so the bell bearing works
Okay all added to vendors and all have their own animations and are castable in game. I am having an issue with the status buildup arrows now
these are the speffect params i have setup (cloned from Sleep Pot) and this new speffect id was added to the damage bullet for the spell, yet no status is being applied
i looked through the guides and couldnt find anything that refered to the use of status buildup and how to set it up properly. Am i just missing something?
@fallow rune this right here
that particle effect changed to orange when i made the first spell variant as intended, but every variant after that it just stays orange
Probably because you aren’t referencing it correctly in params?
compressing and decompressing them so many times is making my eyes bleed
True
That’s probably the worst thing with fxr really
How long it takes to make a change
Okay so i went through a rebuild of the mod in a way, i was deving it with other mods present. This is obvisouly a potent for issues while working on it. I fully detatched it from the other mods and have a fresh install of ER to work on it with. Most everything is in place but im still having recolor issues.
have you tried the fxr library of cccode?
I don't understand how to use that one. Does it require other software to run? I didn't see an exe or jar file to load it