Molokkx Posted October 30, 2018 Posted October 30, 2018 Alright so I'm getting most things working with the Gromilla files, the Chinese HDT mod and HDT stuff in general, and the hdt Framework and such (need adjustments here and there but it seems to be 'fine', for now). However, one thing I've been desperately trying to do and can't get working is to use TexBlend (UNP version, and I think it's the only one?) with custom textures to add (well, to 'blend') said custom textures to the Labia / Vagina / Anus of custom characters. The only 'custom characters' I actually use are the Bijin ones (NPCs, Warmaidens and Wives). The actual Bijin mod itself works like a charm, everything is properly installed (and using the AIO 2018 variant of the installation, too; so there's just one single .ESP at the end for everything, it's amazing). Not only is everything working (with Bijin stuff) but I also successfully edited the .ESP (the AIO 2018 one) to change the path for custom body types, in order to give a BodySlide-built custom body for every single one of them in the mod. And it works, tested and in use in my game. Now, that's for the meshes. However, when it comes to the textures it's a completely different story. Because I just can't get it working. Now here's the thing, first things first. 1) There's a TexBlendUUNP in my BodySlide installation. 2) There's a TexBlendUUNP in my Chinese mod installation with the HDT stuff. For now, I removed the one from my BodySlide installation directory, because the one provided in the Chinese mod comes with a large variety of files to choose from when comes the time to Blend. There's a lot of options within TexBlend itself for the Body and Feet section that can Blend the Labia / Anus, etc. And all of those options are absent in the other 'regular' BodySlide TexBlendUUNP installation. And, obviously, I know I only want to use one of the TexBlendUUNP programs at a time. Alright, with this said, what I DO know about TexBlend... There's a Config.XML file for it. There's the following two important lines: <GameDataPath> [enter the desired custom path directory here] </GameDataPath> (this is the "source", the textures it will Blend from, from what I understand) <TexOutputPath> [enter the desired custom path directory here] </TexOutputPath> (this is the "destination" AFTER the Blending is done from the "source") I'm also aware of the " <!-- " line prior to those two above. It's supposed to be removed ('commented out') in order to actually apply custom paths. Which I HAVE actually done. So, here is what I do then... 1) I get the textures that I know Jenassa is using for, well, everything (Body, Feet, Hands, Head, everything), copy them... 2) ...and paste them in the custom "source" folder I chose for TexBlend to look into (which I set in the Config.XML). 3) Then I... well, I use TexBlend. Now, beyond the fact that there's a LOT of options to choose from, there is ONE specific persisting issue... And the issue is that there's NEVER anything in the "Source" window coming from the textures that I took from Jenassa. Instead, it's doing something that I just don't understand... Instead, it apparently Blends MY custom body textures that I have installed in my UNP Renewal Body replacer mod. I know that since the image that appears in TexBlend in the middle and bottom window (to the right panel) is the main body texture from that mod, and definitely not the one that Jenassa is using. So, I thought "Ok, let's give TexBlend something else to look at in THAT folder...". I then temporarily replaced MY custom textures I use for my character in my UNP Renewal Body folder with the textures from Jenassa. That way, I thought, TexBlend would use those instead since it apparently wants to Blend MY body textures. Well... lo and behold... it STILL FAILS and the textures that show up are, again, NOT the ones from Jenassa. I tried to run TexBlendUUNP from Mod Organizer itself, and I also tried temporarily to just take the TexBlendUUNP folder itself OUT of my Mod Oraganizer directory to a separate hard drive and absolutely nothing helps. It just does not "detect" custom textures for some reason, regardless of custom paths I enter in its Config.XML file. Now, just to be clear though, on a side note, I am attempting to Blend using textures specifically made for the UNP variants of the Bijin mods to start with. And the meshes that the Blending is done for are from Gromilla's BodySlide meshes, namely the UUNPVaginaN and the UUNPVaginaNA SMP. Does anyone have any suggestions please? Thanks.
Gromilla Posted October 30, 2018 Posted October 30, 2018 As an option to install the GIMP and manually copy the desired parts to any other texture?
Molokkx Posted October 31, 2018 Author Posted October 31, 2018 Alright so I fixed it. I was doing almost everything right, except one thing. It turns out that the custom folder we create as the "source" for custom textures itself needs to have sub-folders, which I didn't know (and for which there's almost no documentation). Example (if the custom folder is named 'Source', which is what I do): [Hard Drive location] \ Source \ Body and Feet \ And, inside the "Body and Feet" sub-folder, we need other sub-sub-folders. [Hard Drive location] \ Source \ Body and Feet \ Color [Hard Drive location] \ Source \ Body and Feet \ Normal [Hard Drive location] \ Source \ Body and Feet \ Specular And, inside each one (Color, Normal, Specular), THEN we place the corresponding texture. Now, in my case I placed all four textures related to the body (femalebody_1, femalebody_1_msn, femalebody_1_s, femalebody_1_sk). However, just one of them is necessary for its corresponding change (but placing all four of them in each sub folder doesn't hurt anything either). After doing that (and with proper custom paths set in the Config.XML file) there's new textures appearing in the lower left-corner (bottom) window of TexBlend. Then we un-tick the box below that window and then we can manually select which one specific texture is going to be the actual "source" for the next Blending attempt. So I tested it, it worked in the game and it's all good now. So, the reason why it wasn't working was because I had only created a custom 'Source' folder and that's it (no sub-folder structure inside it).
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