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IDProjectCategoryView StatusLast Update
0000276FFXIV TexToolsTexturespublic2019-09-28 18:39
ReporterAnonymousAssigned To 
PrioritynormalSeveritytweakReproducibilityalways
Status newResolutionopen 
PlatformPCOSWindowsOS Version10
Product Version2.0.5 
Target VersionFixed in Version 
Summary0000276: Two-handed weapons with vfx textures using only the part 1 set of vfx for both parts
DescriptionAttempting to modify, i.e. remove/blacken out vfx textures on the secondary parts of RDM/NIN/MNK weapons is currently impossible since TT 2.0.0.
The problem lies in the paths TT draws its secondary texture maps for vfx from, which is generally the path for the primary part vfx textures despite both parts (for example the RDM Rapier main hand vs. off-hand Crystal on the RDM Eureka weapons) actually using separate vfx textures stored in separate hashed locations in the 04000.index.
Steps To ReproduceOpen Murgleis Anemos in TT
Under textures, open secondary part
Past Normal, Multi and Colorset maps, the vfx textures for visual glow are stored
Checking their path reveals locations such as chara/weapon/w2301/...
w2301 is the location of textures for primary part - chara/weapon/w2351/... would be the correct secondary part path
Additional InformationThis problem applies to just about all multi-part vfx weapons accessible via TT, preventing editing of the off-hand textures of all glowing NIN, RDM and MNK weapons, as these jobs are the only ones which generally use vfx on both parts unlike SAM or BRD, which only use glowing vfx on their primary parts.
Tagsfiles , paths , textures , weapons
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Issue History

Date Modified Username Field Change
2019-09-28 18:37 Anonymous New Issue
2019-09-28 18:39 Anonymous Tag Attached: weapons
2019-09-28 18:39 Anonymous Tag Attached: paths
2019-09-28 18:39 Anonymous Tag Attached: textures
2019-09-28 18:39 Anonymous Tag Attached: files