ME for XPS: 5. Notepad - extended

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At first we will go back through mesh settings in "generic_item.mesh.ascii" file.
Name of mesh first.
I told you to set Mesh name for "5_MyFirstXNALaraModel_1_0_0", but what does it mean?
First number stands for render group.
Render group is set of ways XNALara uses textures provided lower.
Here is list of renders groups I use for XNALara models:

4: no alpha in diff texture, 2 textures:
*)Diff
*)Norm

5: no alpha in diff texture, 1 texture:
*)Diff

6: alpha available in diff texture, 2 textures:
*)Diff
*)Norm

7: alpha available in diff texture, 1 texture:
*)Diff

10: no alpha, shadeless, 1 texture:
*)Diff

21: alpha, shadeless, 1 texture:
*)Diff

24: no alpha, 4 textures:
*)Diff
*)Light
*)Norm
*)Spec

25: alpha, 4 textures:
*)Diff
*)Light
*)Norm
*)Spec

27: alpha, 3 textures:
*)Diff
*)Norm
*)Reflection

38: no alpha, 4 textures:
*)Diff
*)Norm
*)Spec
*)Emis

39: alpha, 4 textures:
*)Diff
*)Norm
*)Spec
*)Emis

But what is Diff, and what is Norm?
Here you have list of textures you will be using mostly.
1) Diff, or Difference - it shows colors you can see normally on the surface of the mesh.
2) Norm, Normal, or Bump - it is responsible for the distribution of shadows on the surface.
3) Spec, or specular - it shows a surface color, after reflection of light from it.
4) Emis, or Emission - it shows lights on surface (colors that are shadeless, despite lighting).
5) Environment, or Reflection - image you see in the mirror-like elements.
6) Light - it shows permanent shadows on diff surface (in mass effect there are no light texture, there are mostly pasted in diff textures)

I suggest you to create yourself a light texture you will use in all render groups with it. 
Fill it with color #F2F2F2.

Why #F2F2F2 and not pure white (#FFFFFF)?
I'm not sure why, but XNALara don't support pure white color in texture. It interprets it as pure black color.


After that number, part "MyFirstXNALaraModel" is a correct name of mesh.
Few tips about mesh name:
If you will add "+" before name (like "5_+MyFirstXNALaraModel_1_0_0) you will enable the mesh to be hidden in XNALara.
If you will add "-" before name you will enable the mesh to be hidden in XNALara, but it will be default hidden. 


First number after name is brightness of spec texture.
If you will have an original from game spec texture I suggest using "1".
If you will have no spec texture (eg in render group without spec texture) I suggest using "0.2".

When you will select render group make sure that number of textures in mesh is same (or lower) then number of textures of that render group (eg for 38 render group set "4 # textures")
If you will set amount of textures in mesh lower then in render group, XNALara will load first ones and create default replacements for those, which are missing.

After setting number of textures make sure that lower there are as many textures as you set.
One texture looks like this:
"
HMF_HED_PROBase_Face_Spec.tga
0 # uv layer index
"
Set textures without their paths. 


Part 1 - Software: fav.me/d7mr1xc
Part 2 - Extracting: fav.me/d7mv1vc
Part 3 - Blander basis: fav.me/d7mwszw
Part 4 - Notepad basis: fav.me/d7n0esi

Extended
Part 6 - Textures basis: fav.me/d7n5stf
Part 7 - Paint.NET basis: fav.me/d7n8244
Part 8 - Custom Shepard 1 info & extracting: fav.me/d7naqhr
Part 9 - Custom Shepard 2 Paint.NET extended: fav.me/d7nh9z3
Part 10 - Custom Shepard 3 Blender 2.68a basis: fav.me/d7nm7ay
Part 11 - Custom Shepard 4 Editing Head: fav.me/d7o25jn
Part 12 - Custom Shepard 5 Finishing Shepard: fav.me/d7ofozv
Part 13 - Extract ME3 DLC's and HR textures: fav.me/d7ofr46


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