#Porting Sekiro Armor to ER Textures
33 messages · Page 1 of 1 (latest)
so what i do is use a mixture of old and new flver. i use old flver to set materials and edit the json in one go, and i use new flver to make sure i'm setting the right mesh to the material i want to set it to
most meshes that are meant to be fabric can be set to the am m 1450 fabric material or it's like cxxx fabric edge or something
if it's going to be one color, or you know the mesh shares a texture, you can just copy and paste the json information between meshes using old flver
it worked like a charm
btw do you know anything on how to solve this?
The Sekiro armor is set as the arm piece, while the Ronin cape is set as the body piece. However, when you equip the Beast Claw, it removes the arm piece, which causes the Sekiro armor to disappear. Do you know if there's a workaround for this issue?
i tried merging it to ronin body and i got this error
fixed it
I merged the Sekiro arm piece with the leg piece and removed the arm piece entirely.
that's a regulation.bin edit you need to make
since the sekiro right arm has a hand already, you'll need to make a regulation.bin edit to make it so the right hand of the tarnished doesn't show
The issue arose because the body was named am_m_7000.partsbnd, which is designated as an arm part. Since the Beast Claws replace the arm parts when equipped, the entire body armor disappeared. To resolve this, I merged the body and legs into a single file and renamed it to lg_m_7000.partsbnd. I then created an empty am_m_7000.partsbnd file. This setup allows the Beast Claws to overlay on the prosthetic arm without removing it.
ah nice
i remove it since it wont match with the character skin color
just edit the skin color of the character to match
you can match it super ez in game
I sometimes create characters with darker or unusual skin tones. I actually also tried to just recolor the hand to pure black, it ended up looking like a gangrene
the hand i'd set to c[AMSN]_e.mtd
so it doesn't use any other albedo maps to combine color or blend details
does it give a metallic appearance?
i might try it out
no it shouldn't
ic, i'll try to look for some mtd that will make it metallic, or maybe just edit the texture itself.
you can edit the normal map to make it metallic looking
you can raise the blue channel of the rgb curves to make the normal map more purple
and it'll give it shine
you can also make an m.dds texture and make it just a white square and put it in the reflectance map field of the material
If you succeed in making this armor port, could you give some tips or a step by step? I've been trying to bring LoneShadow to Elden Ring for a while now, but I haven't had good results.