good day!
- I used the method proposed above to achieve the export of a non-vanilla *.redcloth file to the game TW3. The result is negative.
- After processing the file *. apb through first apex.bat I get 5 folders with files: Raw, Uncooked, Cooked, wolvenProjects and in the folder witcher 3 / DLC file collision.cache.
- But this time there are no errors from the first apex.bat, file processing *. apb, according to the report from WCC proceeds correctly.
- The key was the information about the presence in the "Cooked" folder of files "engine \ materials \ defaults \ apex.w2mg" - my useless struggle with the "material error" to fix which was spent 90% of the time was caused by an elementary lack of a full description of the file’s operating protocol " apex.bat ".
- I also created a dlc / mod according to your instructions with little file a *.redcloth in which cloth material was added, then the little file * .redcloth itself was placed on the character.
- after that I processed big file *.redcloth in the Cooked folder via CR2WTools and CR2WTools worked correctly.
- Next, I packed files through "Wolven-kit" for the DLC / Mod, containing:
DLC
- file *.w2ent - container containing "redcloth" itself.
- a small *.redcloth file.
Mod
- *.w2ent file - character with added container for "redcloth".
- Next, I processed the large * .redcloth file in the / Cooked folder, through apex_collision.bat, processing the * .redcloth file according to the report from WCC went correctly, without errors. The source file "collision.cache" in the / DLC folder has been modified.
- There were no visible or obvious errors during the entire process described.
- Clothing * .redcloth on the character in the game TW3 did not appear.
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- The first and obvious way to find a mistake is to check the very way the * .redcloth clothes are placed on the character.
- For this in the DLC
- file * .w2ent - container containing "redcloth" itself.
was placed - "vanilla.redcloth".
For verification, a nude figure was taken that did not contain any vanilla *.redcloth and consisting of three meshes, a head, a hairstyle, a torso.
Of course, these clothes immediately appeared on the character in the game.
- Next, various correction methods were tested through the "Wolven-kit" of the large and small *.redcloth created by the first "apex.bat". The result is negative.
- Further, it was suggested that my original file *. apb - bad or wrong, the whole export algorithm has been done several times for your dress_px.apb file. This file was in one of the archives posted in this post. The result is negative.
- Conclusion - the export procedure itself consists of a rather long chain of transformations and the error can be anywhere.
- Probably, without a reliable way to evaluate the * .apb file itself or its criteria, as a high-quality file for export or a low-quality file for export, the export procedure itself looks very uncertain.
- I don’t know whether it is important or not to create mod and collision.cache files in the DLC, and can this be done in the "Mod" section?
But this multiplicity can create inappropriate confusion and cause spontaneous errors.
- Does the proposed export mechanism mean for the * .apb file that we get such a pattern - one file *.apb = one DLC / Mod file?
And therefore, the number of new *.redcloth files (new clothes) is limited by the capacity of the DLC / Mod partitions in TW3?
On this my report is completed.