KEEP IN MIND THIS DIAGRAM as you read below.



## for body tattoos for a UNIQUE/NEW RACE/SUBRACE


ADD these lines as children under "MaterialPresets" of your given _CharacterVisuals Resource

<node id="ScalarParameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="TattooMetalness" />
<attribute id="Value" type="float" value="0" />
</node>
<node id="ScalarParameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="BodyTattooIndex" />
<attribute id="Value" type="float" value="0" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="BodyTattooColor" />
<attribute id="Value" type="fvec3" value="0 0 0" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="BodyTattooColorG" />
<attribute id="Value" type="fvec3" value="0.33 0.33 0.33" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="BodyTattooColorB" />
<attribute id="Value" type="fvec3" value="0.66 0.66 0.66" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="Parameter" type="FixedString" value="BodyTattooColorA" />
<attribute id="Value" type="fvec3" value="1 1 1" />
</node>
<node id="VectorParameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="BodyTattooIntensity" />
<attribute id="Value" type="fvec4" value="1 1 1 0" />
</node>

In the Body's material resource's attributes replace this line
<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="2efafff3-b871-35c5-49bf-4f11b5205043" />
<attribute id="ParameterName" type="FixedString" value="TattooAtlas" />
</node>

TO THIS
<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="True" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="6cb6efac-f234-40f5-b8dc-0ccf62783ed4" />
<attribute id="ParameterName" type="FixedString" value="TattooAtlas" />
</node>




## FACE: unique tattoo and unique makeup

Edit your face's material resource's attributes FROM THIS

<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="2f72fffe-7602-05c4-b005-14bd527391f1" />
<attribute id="ParameterName" type="FixedString" value="MakeUpAtlas" />
</node>
<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="505e82ee-ed64-05cc-aa31-6b7057a5b75f" />
<attribute id="ParameterName" type="FixedString" value="TattooAtlas" />
</node>

TO THIS
<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="True" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="2f72fffe-7602-05c4-b005-ieatpaste666" />
<attribute id="ParameterName" type="FixedString" value="MakeUpAtlas" />
</node>
<node id="Texture2DParameters">
<attribute id="Enabled" type="bool" value="True" />
<attribute id="ExportAsPreset" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="01Texture Maps" />
<attribute id="ID" type="FixedString" value="505e82ee-ed64-05cc-aa31-ieatpaste666" />
<attribute id="ParameterName" type="FixedString" value="TattooAtlas" />
</node>

This is the CURRENT implementation. it is subject to change.

some other interesting notes:

# tattoo info
* metallic and gloss parameters exist, but are not accessible in the character creator
* face tattoo and body tattoo share the metallic and gloss parameters
# face tattoo info

* reads RGBA atlas, where each channel/page is a unique tattoo entry.
* In the character creator you can only have 1 tattoo at a time (one channel, one page).
* I suspect you can have R,G,B,A (4) tattoos at once as long as they are all on the same page (4 channels, one page).
* You can control the opacity (called intensity) for each channel separately.
* By default the game only has R,G,B (3) channels for this atlas.

# body tattoo info

* reads RGBA atlas, where each channel/page is a unique tattoo entry.
* Inaccessible by the character creator.
* You can have R,G,B,A (4) tattoos at once as long as they are all on the same page (4 channels, one page).
* You can control the opacity (called intensity) for each channel separately.
* By default the game only has R,G,B (3) channels for this atlas/


Here is an example of the default player facial tattoos atlas. each section is a 'page' in the atlas, from 0-15. Each page has 3 channels, where a facial tattoo is in each channel (Red, Green, Blue)

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Written by

Kartoffels

1 comment

  1. lushlemonx3
    lushlemonx3
    • premium
    • 34 kudos
    youre amazing for this<3
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