Porting Guide
A relatively quick and easy way to port mods and vanilla gear to other pieces without breaking other races.
Rules of Porting
This guide was written for Esrin’s 2.0.7 special edition.
If we’re on patch 2.0.8 or higher, I assume material addition will be adopted into the main TexTools copy.
Items typically have base races/genders. If your item lists HYUR (M) as the only item available, that means all of the other races will scale and be based off of this SINGULAR model. ��
What does this mean for porting? ��When exporting a Hyur Midlander Male Model - You must import it onto a Hyur Midlander Male Model
Hyur (M)�0101
Roe Male (M)�0901
Lalafell (M)�1101
Au Ra (M)
1301
Hyur (F)�0201
Highlander (M)�0301
Lalafell (F)
1201
Hrothgar (M)�1501
Elezen (M)�0501
Miqo’te (F)�0801
Au Ra (F)�1401
Roe (F) �1001
Highlander (F)�0401
Viera (F)�1601
Elezen (F)�0601
Miqo’te (M)�0701
This chart is used to illustrate which models are affected by others - upper level models will affect lower level models if their specific race is not mentioned in the model list.��For example, if a Hyur (M) model is the only model listed for a piece of gear, then it will affect all of the races below it.
2. Do Not Exceed 4 Materials Per Model
What does this mean?��Your mod need to reference several textures! Let’s say your Hyur Midlander (F) mod doesn’t affect Roe (M) or Lalafells --��Lalafells : Skin , Material A�Males : Skin, Material A�Modded Females : Skin, Material B, Material C, and Material D. ��Note how overall, this means the mod/item is refering to 5 different materials, however no individual model is ever using more than 4 materials.
Protip: This means you can install multiple mods onto one piece of gear.
3. Attributes
The FFXIV model is divided into chunks, as pictured. When you put on a pair of long gloves, the game will hide your forearm and upper arm, and replace the whole model with the glove model.��Attributes are assigned to these body parts in order to correctly remove/display these parts as needed.��
3. Attributes
Step by Step : Video
Text guide on the next slide
Step by Step : Text
��
If box #1 has options, make sure yours matches the model.
Keep track of where the files were spat out!
I recommend copying the path to save time.
In TexTools, go to the item you’d like to overwrite.
In the Textures tab, in the lower right hand corner, click MORE OPTIONS > ADD NEW TEXTURE PART
It should ask you if you’d like a diffuse or not. If the item you are bringing over does not have a diffuse, click NO.
Your item should now have two texture parts. We’re going to leave the vanilla textures on A, and start importing onto B.
Why: This lets Lalafell/Male models continue to refer to the A materials, and we don’t have to touch the models or textures!
Unlike the old version of TT, you do not need to rename these files, or move them.
Once your textures are all loaded into the “B” part, go to the 3D model.
Click Import > Advanced Import
In the upper right, click the [...] button and navigate to the exported model from the original item.
If you need to add skin, enter the following into the box:�
Females �/mt_c0201b0001_a.mtrl
Males
/mt_c0201b0001_a.mtrl
Go to the MESH DATA section
If the old mesh had skin on mesh 1 and the clothes on mesh 0, make sure to re-assign the materials as needed.��Additionally, instead of assigning the _a material to the clothing, make sure to add the _b material!
Pull your notes out from earlier. Remember the attributes I told you to write down?
If you have additional meshes, this is a “rinse and repeat” step.
Click Import.