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Porting Guide

A relatively quick and easy way to port mods and vanilla gear to other pieces without breaking other races.

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Rules of Porting

  1. Match the Model Types
  2. Do not exceed 4 materials per model
  3. Pay attention to the attributes!

This guide was written for Esrin’s 2.0.7 special edition.

Download it HERE

If we’re on patch 2.0.8 or higher, I assume material addition will be adopted into the main TexTools copy.

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  1. The Model Types

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

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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.

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2. Do Not Exceed 4 Materials Per Model

  1. An individual item can use more than 4 materials.
  2. An individual model cannot exceed 4 materials. This includes the skin.�

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.

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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.��

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3. Attributes

  1. Export the model
  2. Click on Advanced Import
  3. Scroll through each mesh group and take notes on which mesh has what attribute.��For Example:�0.1 - lower�0.2 - waist�1.1 - lower�1.2 - upper
  4. When reimporting the model into TexTools, make sure you reassign these attributes!

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Step by Step : Video

Text guide on the next slide

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Step by Step : Text

  • Export the 3D Model as .DAE
  • Click Import > Advanced Import
  • Take notes on which mesh is assigned to the skin material �/mt_c0201b0001_a.mtrl
  • In Box #3 - Make sure Mesh 0 is Selected
    • Toggle through each part number in box #4 and write down the attribute associated with it from box #5
  • In Box #3 - Make sure Mesh 1 is Selected
    • Toggle through each part number in box #4 and write down the attribute associated with it from box #5

��

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If box #1 has options, make sure yours matches the model.

  • Select each texture map in box #2, and export it by clicking box #3
    • On the pop-out, click Export DDS
  • You should be exporting either of the following sets:
    • Normal / Multi / Colorset
    • Normal / Diffuse / Specular / Colorset
  • Once you have exported all of the relevant textures, click on the folder icon in the lower right hand.

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Keep track of where the files were spat out!

I recommend copying the path to save time.

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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!

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  • To import the files, we’re going to go to each texture part and click� IMPORT > IMPORT FROM
  • Navigate to the files we exported from the original item and import the appropriate texture files.

Unlike the old version of TT, you do not need to rename these files, or move them.

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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.

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  • Under materials, select the original cloth material (the longer one)
  • Click it, then go to the type-in box and change the “a” to “b”
  • Click Add/Remove

If you need to add skin, enter the following into the box:�

Females /mt_c0201b0001_a.mtrl

Males

/mt_c0201b0001_a.mtrl

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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!

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Pull your notes out from earlier. Remember the attributes I told you to write down?

  • In MESH DATA - Make sure Mesh 0 is Selected
    • Toggle through each part number in PART DATA and assign the attribute associated with it in PART ATTRIBUTES
  • In MESH DATA - Make sure Mesh 1 is Selected
    • Toggle through each part number in PART DATA and assign the attribute associated with it in PART ATTRIBUTES
  • Find the mesh with [ ] Disable Shape Data and check it, if possible.

If you have additional meshes, this is a “rinse and repeat” step.

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Click Import.