This framework is a ‘Kazified’ version of the framework Unique Tav Custom Appearance by kartoffel

"WHY USE THIS???" - You, maybe

Kaz Virtual Tav is essentially an expansion and future proofing for the framework youve already come to know and love, I worked with Kart to make sure things would be kept consistent while also allowing for access to new shaders that were previously unusable. The biggest draw in this vein is the base body shader we can now utilize as it contains the exact same triple channel tattoo atlas capabilities  in addition to a vertex mask compatible glow map which effectively acts as a 4th tattoo channel if configured to, it also has restored the use of vitiligo, freckles, and wrinkles. The usage of VirtualTexture compression allows for full overhauls to upscale farther than previously possible while retaining a reasonable filesize. (I've run an 8k Tattoo/GM to test with 4k Body textures)

What this means is as follows:


Overall structure is mostly unchanged - there have been changes to both the folder layout and how the body textures (CLEA,NM,HMVY only) are handled. This means they are no longer located in…\Baldurs Gate 3\Data\Generated\Public\Shared\Assets\unique_tav\BODY\’ but now are located inside of ’…\Baldurs Gate 3\Data\Public\unique_tav\Assets\VirtualTextures’
if this second folder does not exist then create it
*Something to note: HOTSWAPPING does not work, a reload of the game is required to see changes


As a USER of existing resources


As a user of KVT there are two things you need to be aware of
Preexisting UT assets that are NON body texture (So NOT a CLEA,NM,HMVY) can safely be left alone and will work as you are used to

Body textures (So things that ARE CLEA,NM,HMVY) if still in CLEA/NM/HMVY format will NOT work and must be converted to GTP and GTS (Creation/port instructions found below) and ONCE they are created (IE: Formatted as gtp/gts) must now be placed into ’…\Baldurs Gate 3\Data\Public\unique_tav\Assets\VirtualTextures’



As a CREATOR with BODY TEXTURE assets

In order to port your existing BODY TEXTURE assets (loose data files) to be usable in the KAZ VIRTUAL TAV format you need only to convert your 3 body textures (CLEA,NM,HMVY) into a gtp/gts pair that has a name and mapping that matches your desired race!

“But that doesnt sound very easy…” - You, probably

Well lucky for you I have created a portable VirtualTexture workspace specifically configured to create GTP/GTS files that will overwrite the ones that are included by default.

“How do I do that?” -You now, hopefully

PREREQUISITE STEP: A copy of LSLIB 1.19.3 or later
First download the workspace supplemental file, and unzip it to somewhere you’ll remember as this workspace is reusable!

Then, make sure your DDS files you wish to convert (CLEA,NM,HMVY) are saved as Bc3/DxT5 with mipmaps enabled(yes, all of them) and are named according to the UNIQUE TAV default name scheme (IE Normies is : UNIQUE_M_NKD_BODY_A_CLEA and HRC is UNIQUE_HRC_M_NKD_Body_A_HMVY)

Place these DDS files into ’…\wrkspc\unique_tav\Conversion\Textures\’

Open LSLIB 1.19.3+ and head over to the dreaded VirtualTextures panel. Under ‘Build Tileset’ you will see ‘Tileset Configuration’ direct this path to the folder of your wrkspce and then into the configs folder inside and select the config for the race/gender you want to overwrite. (EX: ’\wrkspc\unique_tav\Configs\VTexConfigDWRM.xml’)
You will also see ‘Mod Root Path’ but since we are not making a mod and only generating textures we just set it to ’\wrkspc\unique_tav’

Click ‘Build’

You will find your gtp/gts pair inside of ’\wrkspc\unique_tav\Public\unique_tav\Assets\VirtualTextures’

These are now properly configured loose files for overwrites (Only on supported races atm)



As a CREATOR of NEW assets
WIP

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Kaz

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