#Porting Sekiro Armor to ER Textures

33 messages · Page 1 of 1 (latest)

quasi spire
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Im porting a armor from sekiro to ER but I'm way to lazy to assign textures to the meshes. Is there any fast way to do this?

  • I also tried merging the mtd of sekiro and er, it didnt work.
muted beacon
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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

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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

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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

quasi spire
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it worked like a charm

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btw do you know anything on how to solve this?

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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?

quasi spire
quasi spire
quasi spire
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I merged the Sekiro arm piece with the leg piece and removed the arm piece entirely.

muted beacon
muted beacon
# quasi spire fixed it

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

quasi spire
# muted beacon that's a regulation.bin edit you need to make

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.

muted beacon
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ah nice

quasi spire
muted beacon
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just edit the skin color of the character to match

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you can match it super ez in game

quasi spire
muted beacon
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the hand i'd set to c[AMSN]_e.mtd

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so it doesn't use any other albedo maps to combine color or blend details

quasi spire
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i might try it out

muted beacon
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no it shouldn't

quasi spire
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ic, i'll try to look for some mtd that will make it metallic, or maybe just edit the texture itself.

muted beacon
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you can edit the normal map to make it metallic looking

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you can raise the blue channel of the rgb curves to make the normal map more purple

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and it'll give it shine

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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

quasi spire
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hahahahah

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ill just abandon this

naive sundial
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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.