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Beggar Retexture

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Looking for a first person beggar fix? DOWNLOAD THIS ONE INSTEAD. This mod is just a retex now.

Fixes the issue where you couldn't see in first person while wearing the beggar shirt.

Tutorial:

This was an issue with materials. I popped the file open in blender and found there were three materials used in the model. All three have the
same name by default. Blender likes to merge any materials with the same name on export, which is why some armor mods have issues where the arms are
missing in first person (the modder failed to account for Blender's unexpected merging). This works to our benefit here.

To avoid confusion in this explanation since the materials have the same name (MIC_LC_Beggar_Shirt), I'll refer to each of the three materials MIC_1, MIC_2, and MIC_3.
MIC_1 is the torso, MIC_2 is the arms, and MIC_3 is the collar that is causing first person issues. To avoid MIC_1 and MIC_2 from being merged (which would result in missing arms), we'll rename MIC_2 to anything else; lets say MIC_LC_Beggar_Shirt_B. Now we'd have, MIC_1=MIC_LC_Beggar_Shirt, MIC_2=MIC_LC_Beggar_Shirt_B, and MIC_3=MIC_LC_Beggar_Shirt. Since MIC_1 and MIC_3 have the same names, Blender will combine them automatically upon export, leaving us with an invisible MIC_3 in first person!

To wrap up, we'll export it to an FBX using the appropriate settings, and then import it into UE. Now we have to change the name of MIC_B back to its original name, which will be the exact same as MIC_1, otherwise the arms will have no texture. You can do this by double-clicking on the Skeletal Mesh and then entering a new name in the "slot name" field. When you are in there, you should only see two materials, indicating Blender merged MIC_1 and MIC_3 as expected. Once the names are back to normal, assign chunks and export as normal.

DONE!