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#finding public modding resources can be a bitch! if i can make things easier i will try
wind-up-thancred · 2 months
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SO i've been digging around in the benchmark files with xiv data explorer...
...and with my middling knowledge of how XIV's current texture types work, i've noticed some differences in how texture channels have worked and what data is stored where. i haven't figured out what EVERYTHING'S for yet and if you think you have an idea or any corrections, pls feel free to lmk. could help with figuring out 7.0 modding quicker! this is also decent info for figuring out what old mods can be repurposed for 7.0 graphics.
also content warning for unwrapped face textures under the cut, i know those can look kind of spooky if you arent used to 'em lol
starting off, i didn't source this info but chirp (known plugin dev) on twitter talked about finding about fifty six new bones in the facial armature specifically. this means things like sculpts will probably be unusable unless they are manually re-rigged with each one of those fifty six new bones, or else they wont animate properly.
the default UV maps for the face specifically have changed, too, and many of the uses of the old normal and multi channels have been changed or moved to a different texture. NOTE that these examples were found from au ra textures, male specifically, and the channels may or may not have different uses on non-scaled races!
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old vs new multi map. i'm fairly certain every channel here has been repurposed: for example, blue used to be for lipstick, now it seems to be for something else. so where'd the lipstick area data go? well:
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it's been moved to the alpha channel on the normal map (these are both the new one). additionally, it seems like the blue channel on the normal map has been changed to signify the difference between skin and non-skin or something of the like.
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(old vs new) similarly, even though the body seems to use the same UV layout with a redefined normal map, the blue channel here also seems to indicate skin vs non-skin. but the blue channel used to be for transparency (iirc?), so where is that data stored now?
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the transparency data seems to have been moved to the alpha channel of the diffuse now. this image is part of the new face diffuse.
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like the face multi map, the body multi map seems to actually use the blue channel now (and looks SO much cleaner, wow!). old vs new.
so what do these changes mean for our current mods?
-due to changed UVs, existing makeups will not be usable with the new faces UNLESS someone goes through the effort of taking the old sculpt (vanilla or otherwise) and weight paints ALL the new face bones to them, or somehow adjusts the UV mapping on the new sculpt to match the old one. i don't work with sculpts so i'm not sure how feasible either of these are
-existing body tattoo mods that only affect the diffuse should theoretically still work fine, as the UVs have not been changed on the body. body scale mods that are just recolors should work fine as well, but matching face scale mods will have to be redone for the new UVs.
-however, if it's a scale mod like dragonborn that changes the placement of the scales and therefore the normal and multi maps, those will have to be adjusted to match with the 7.0 channel uses.
assuming there are no major changes to how this data is stored between now and the releases of dawntrail, you could theoretically begin working now on your own texture mods ready for whenever we get access to 7.0 modding tools. i was able to access these files (and many others) by using XIV data explorer, a program that lets you view and export (but not import!) data directly from specific XIV data indexes.
if you also want to rip textures, the index storing them, alongside skeletons and animations, is 04000.win32.index2. hit ctrl+shift+e to export individual files to a .tex format and then run them through penumbra to convert them into .dds for normals + multis or .png for diffuses for editing. i'm fairly certain that 95% of the pathings will be exactly the same as what penumbra and textools gives us now, so there shouldn't be much need to find entirely new paths.
again, if anyone sees any differences in other races for texture uses or figures out the uses for new channels, PLEASE let me know bc the sooner we get all this figured out the better! i have only been modding for a few years and don't know everything about how every texture works so i'm open to corrections.
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