ff14 Asset Reference Document
ff14 Asset Reference Document
This Document contains information sourced from and annotated from the FF14
Textooles Reference Document by Sel. It has been updated in some places and had
some annotations added by me, however most of the information credit must go to
it's original creator.
This Doc will only contain Dawntrail-specific information, until the last page
which will have anything from Endwalker that changed as a reference, but the
information in that page should not be used outside of comparison's sake. I will
try to keep this as up to date with the GSheets as I can, but for the fastest
updates and an Excel spreadsheet format, please check the original document.
The following explains how each color/data channel is used in each shader.
Channels listed in Purple are variable and affected by shader keys. These will be
listed Below each main table for the shader, before any notes or annotations.
S ub S urface S cattering (SSS) and Fur Settings are controlled by the same
channels/fields when applicable
Please note that all textures making use of an alpha channel for non-transparency
should be saved as either .DDS or .TGA when bringing it in/out of an art program.
PNG frequently gets mishandled by programs and ends up "eating" the alpha channel
or forcing it as transparency, which destroys the data used.
FFXIV uses the OpenGL format for Normal map direction (Y+ up if you are using a
software with diffuse to normal generation capabilities)
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Power
GREEN
GREEN
Roughness
BLUE
Opacity
BLUE
Ambient Occlusion
ALPHA
Unused
ALPHA
Unused
Diffuse Texture
Specular Texture
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
???
ALPHA
???
Index Texture
Flow Texture
RED
RED
???
GREEN
GREEN
???
BLUE
Unused
BLUE
???
ALPHA
Unused
ALPHA
???
Model Data
Vertex Color 1
Vertex Color 2
RED
Specular Mask
RED
Faux-Wind Influence
GREEN
Roughness
GREEN
Faux-Wind Multiplier
BLUE
Diffuse Mask
BLUE
???
ALPHA
Opacity
ALPHA
???
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Key : B616DC5A
Value
Effect
DEFAULT
COMPATIBILITY
Unknown
Key : 40D1481E
Value
Effect
337C6BC4
Standard Value
71ADA939
Key : C8BD1DEF
Value
Effect
OFF
No Specular Texture
MASK
Use Mask sampler for Specular
DEFAULT
A7D2FF60
Unknown
Key : F52CCF05
Value
Effect
MASK
Use as Mask
COLOR
Use as Diffuse Color
DFE74BAC
Unknown
5CC605B5
Unknown
Key : D2777173
Value
Effect
OFF
No Decals
COLOR
ALPHA
This is the standard shader used for most things you would mod (gear, minions,
mounts, weapons) that are not options tied to the CHaracter creator. This shader
will probbaly be the one you look at most often. There are a few other things that
this shader can do based on keys, and I will explain them below.
This shader can make use of a field named "Effect ID". There appear to be 5 total
shader effects, and number 3 Is what's used for a holographic/iridescent effect
seen on some new gear. In order to utilize these effects, you must also set a value
for "Effect Opacity". 0 means there will be no effect, 1 is full effect, and over 1
appears to be multiplicative. This effect is only possible on gear with the new
Character shader, and not Character Legacy (the endwalker compatability version of
this shader).
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Power
GREEN
GREEN
Gloss
BLUE
Opacity
BLUE
Ambient Occlusion
ALPHA
Unused
ALPHA
Unused
Diffuse Texture
Specular Texture
RED
RED
GREEN
GREEN
BLUE
ALPHA
Unused
ALPHA
Unused
Index Texture
--
RED
RED
GREEN
GREEN
BLUE
???
BLUE
ALPHA
???
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
Diffuse Mask
RED
???
GREEN
Gloss
GREEN
???
BLUE
Specular Mask
BLUE
???
ALPHA
Opacity
ALPHA
???
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Key : B616DC5A
Value
Effect
DEFAULT
COMPATIBILITY
SIMPLE
Unknown
Key : C8BD1DEF
Value
Effect
OFF
No Specular Texture
MASK
DEFAULT
A7D2FF60
Unknown
Key : F52CCF05
Value
Effect
MASK
Use as Mask
COLOR
DFE74BAC
Unknown
5CC605B5
Unknown
Key : D2777173
Value
Effect
OFF
No Decals
COLOR
ALPHA
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Power
GREEN
GREEN
Roughness
BLUE
BLUE
ALPHA
Wetness Mask
ALPHA
Diffuse Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Opacity
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
RED
Unused (?)
GREEN
Unused
GREEN
Unused (?)
BLUE
???
BLUE
Unused (?)
ALPHA
ALPHA
Unused (?)
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Value
Effect
BODY
FACE
HRO
EMISSIVE
Key : F52CCF05
Value
Effect
MASK
Use as Mask
COLOR
DFE74BAC
Unknown
5CC605B5
Unknown
Texture Mode - Normal Texture
Key : B616DC5A
Value
Effect
DEFAULT
??
COMPATIBILITY
Restores EW Normal
Map Use
SIMPLE
??
Decal Mode - Model UV2 Layer
Key : D2777173
Value
Effect
OFF
No Decals
COLOR
ALPHA
As a note, When both Skin influence and Hair influence are set, Skin influence
wins out.
When working with this shader for body mods, Keep in mind that as of writing this,
Body mods on the Female base (bibo, tf gen 3, etc) use skin type Body/standard
skin. However, Male body mods (TBSE) Use the Hrothgar shader key for skin to allow
for body hair that changes with head hair color. As such, authoring of maps for
these two may differ slightly.
When using/authoring skin using the Hrothgar version of the skin shader, pay
special attention to the alpha and blue channels as they are interconnected. The
blue channel will be both skin color influence (depigmentation) AND Hair color
selection at the same time, with the alpha determining which of the two effects are
used in what spot. Portions of the blue channel that are not pure white with a
BLACK alpha become depigmentation while the areas with a WHITE alpha become hair
color influence.
You can create a faux metallic effect on skin by confusing the Subsurface shader
(though be careful). To do this, set the blue channel of the mask to a value close
to 255. this creates an effect that is both metallic and subsurface at the same
time. This has not been tested on the Hrothgar version of this shader.
While skin has an opacity mask, This can not be used to create a semitransparent
body part, as the opacity has a "clamp" on it's values, effectively turning it from
a scaled value into a yes/no. More research is needed to see if this can be
changed.
As emissive is a shader key on the same level as hrothgar (body hair on skin) you
cannot use both emissive and dyeable body hair on skin at the same time using
vanilla shaders. this is non-negotiable.
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Power
GREEN
GREEN
Roughness
BLUE
Highlight Color Influence
BLUE
SSS Thickness
ALPHA
Opacity
ALPHA
Diffuse Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Opacity
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
???
RED
GREEN
???
GREEN
Faux-Wind Multiplier
BLUE
???
BLUE
???
ALPHA
ALPHA
???
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Key : 24826489
Value
Effect
FACE
HAIR
584265DD
Unknown
This is the hair Shader. Many things have changed and unlike character, there is
no legacy version of this shader. All old hair mods must be converted to use the
channels described in this section. Hair is also used for Miqo'te tails.
At this time, the shader does not seem to be responsive to whatever value
appearance plugins and tools such as Anamnesis, Glamourer, and Ktisis used to use
for their "hair glow" parameter. This indicates something was shuffled around, but
we are currently unsure as to what.
Iris.shpk (Eye Shader)
Texture Data
Normal Texture
Mask Texture
RED
RED
Emissive Mask
GREEN
GREEN
BLUE
Unused
BLUE
Iris Mask
ALPHA
Unused
ALPHA
Unused
Diffuse Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Unused
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
RED
Unused (?)
GREEN
GREEN
Unused (?)
BLUE
BLUE
Unused (?)
ALPHA
ALPHA
Unused (?)
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Unused (?)
Key : 63030C80
Value
Effect
EFDEA8F6
Unknown
This is the iris, or new eye shader. There is no legacy version of this shader
that can be used on players, so ALL eye mods must be thrown through a converter
such as Loose Texture Compiler or Textools' Eye saver. This is non-negotiable.
The new iris shader allows for Sclera and Iris to be on the same map, allowing for
some interesting effects
A large thing to note compared to old eye mods is that the catchlight is no longer
an editable texture, and is now permanently part of the shader . All catchlight
mods or edits can no longer be used. If you want to create a fake catchlight, you
can draw this onto the diffuse, but it will be static and not move around. This is
not fixable, and we do not currently know if catchlight will ever be editable, even
using shader parameters.
Likewise, Au Ra limbal rings are also part of a shader now, and no longer part of
a texture . Any mods that altered the Au Ra limbals must be scrapped. While shape
cannot be changed, there is a shader constant that allows them to be turned on and
off, and this is availible for all eyes, not just au ra. The parameters to change
are
7DABA471- g_IrisRingEmissive
58DE06E2-Limbal Color
Red (0-1)
Green (0-1)
Blue (0-1)
Furthermore, Sclera can either be changed by drawing on the diffuse, OR by
changing shader constant 11C90091-g_ White Eyes Color. the 3 values are RGB going
from 0-1 in each box.
Emissive is now included in the eye shader for ALL eyes, but in order to activate
it, you need to mask out where you want glow on the mask RED channel, AND turn the
shader constant 3BA64362-g_Emissive color on by changing the 3 values to not 0. the
three editable boxes are RGB values that you may choose, that go from 0-1. emissive
strangth is not known how or if it can be edited.
Finally, due to the eyeball now being a diffuse texture, it is possible to get
multicolored eyes without having to sacrifice heterochromia. This both makes them
more compatible with a variety of heads, and allows for more than 2 colors. because
FF14 overlays the eye color closest to the layer style Multiply, it is best to
check how colors will interact by simulating in an art program. You can either draw
with color on the iris portion of the diffuse, and then allow eye color influence
to change those colors, or draw with color on the diffuse, and then mask off the
same areas/gradients on the Mask Blue channel, to stop those portions from changing
with your eye color.
This is an example of simulating how placing colors on the diffuse and then
allowing the game to put color on top can change the colors. This is a simulation
in an art program, but it's enough to show what the effect will do when you do not
mask out the colored parts on the multi.
Texture Data
Normal Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Opacity
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
???
RED
GREEN
???
GREEN
BLUE
???
BLUE
ALPHA
???
ALPHA
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
???
Key : 24826489
Value
Effect
FACE
HAIR
584265DD
Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value
Effect
OFF
No Decals
COLOR
ALPHA
CharacterStocking.shpk
(Stocking/Translucent Cloth)
Texture Data
Normal Texture
Mask Texture
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Unused
ALPHA
Unused
Diffuse Texture
Specular Texture
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Index Texure
--
RED
RED
???
GREEN
GREEN
???
BLUE
Unused
BLUE
???
ALPHA
Unused
ALPHA
???
Model Data
Vertex Color 1
Vertex Color 2
RED
Specular Mask
RED
GREEN
Roughness
GREEN
BLUE
Diffuse mask
BLUE
???
ALPHA
Opacity
ALPHA
???
UV Channel 1
UV Channel 2
UV
Normal UV
UV
Decal UV
UV Channel 3
UV
Skin UV
As of 7.1 This shader is being adapted to player gear which allows us to research
it more. This shader is nearly identical to the character (gear) shader, with a few
exceptions. The main thing is that this shader utilizes UV channel 3 to copy and
put skin underneath the "stockings" using only one mesh instead of the double layer
mesh technique previously used. This is hardcoded to skin material A however, which
means it will always be the symmetrical skin.
Texture wise, "opacity" on the normal map's blue channel is no longer overall
opacity, but determines where and how much skin is shown "underneath".
Do NOT enable transparency in the material flags for this shader though, as it
will crash your game.
The "nylon" texture and effect used on most gear with this shader is tile material
43, and you can get a nice stocking effect using a negative sheen value. Finally as
of current research, sphere maps (like the holographic effect) seem to be disabled
for this shader.
for now a partial sort of fix is to have your modded skin in the default
collection (this will mean everyone has your skin) in order for the stockings' mat
A to properly reflect your skin. we don't know why this is the case, but it is
likely due to how penumbra handles loading files vs textools. This has been tested
on and works well on middie based ladies, but we could not get it to work on men.
if you would like to test, please do and post a comment on this page of the
results.
Texture Data
Normal Texture
--
RED
???
RED
GREEN
???
GREEN
BLUE
???
BLUE
ALPHA
???
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
RED
Unused (?)
GREEN
GREEN
Unused (?)
BLUE
???
BLUE
Unused (?)
ALPHA
Unused
ALPHA
Unused (?)
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
???
Value
Effect
FACE
HAIR
584265DD
Unknown
Value
Effect
MASK
Use as Mask
COLOR
DFE74BAC
Unknown
5CC605B5
Unknown
Value
Effect
OFF
No Decals
COLOR
ALPHA
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Power
GREEN
GREEN
Roughness
BLUE
Opacity
BLUE
Ambient Occlusion
ALPHA
Unused
ALPHA
Unused
Index Texture
--
RED
RED
GREEN
GREEN
BLUE
???
BLUE
ALPHA
???
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
Specular Mask
RED
Faux-Wind Influence
GREEN
Roughness
GREEN
Faux-Wind Multiplier
BLUE
Diffuse Mask
BLUE
???
ALPHA
Opacity
ALPHA
???
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
Value
Effect
DEFAULT
COMPATIBILITY
SIMPLE
Unknown
Value
Effect
OFF
No Specular Texture
MASK
DEFAULT
A7D2FF60
Unknown
Value
Effect
337C6BC4
Standard Value
71ADA939
Value
Effect
MASK
Use as Mask
COLOR
DFE74BAC
Unknown
5CC605B5
Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value
Effect
OFF
No Decals
COLOR
ALPHA
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Mask A?
GREEN
GREEN
Roughness
BLUE
???
BLUE
Specular Mask B?
ALPHA
???
ALPHA
???
Diffuse Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Unused
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
???
RED
Unused (?)
GREEN
???
GREEN
Unused (?)
BLUE
???
BLUE
Unused (?)
ALPHA
???
ALPHA
Unused (?)
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
???
BG Use DiffuseAlpha - Diffuse Alpha
Key : A9A3EE25
Value
Effect
72AAA9AE
Use as Opacity
Key : 4F4F0636
Value
Effect
BD94649A
Key : Multiple
Value
Effect
Value
Effect
DEFAULT
Unknown
COMPATIBILITY
Unknown
SIMPLE
Unknown
1DF2985C
Unknown
941820BE
Unknown
07D3170F
Unknown
This shader is not fully understood.
Texture Data
Normal Texture
Mask Texture
RED
RED
Specular Mask A?
GREEN
GREEN
Roughness
BLUE
???
BLUE
Specular Mask B?
ALPHA
Opacity
ALPHA
???
Diffuse Texture
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
Dyeability Mask
ALPHA
--
--
RED
RED
GREEN
GREEN
BLUE
BLUE
ALPHA
ALPHA
Model Data
Vertex Color 1
Vertex Color 2
RED
???
RED
Unused (?)
GREEN
???
GREEN
Unused (?)
BLUE
???
BLUE
Unused (?)
ALPHA
???
ALPHA
Unused (?)
UV Channel 1
UV Channel 2
UV
Normal UV Channel
UV
???
Value
Effect
72AAA9AE
Key : 4F4F0636
Value
Effect
BD94649A
Mesh parts in FF14 have many types of Attributes, and these determine when and
what parts of a mesh should be hidden.
Every Mesh part (X.0, X.1, etc) Has it's own list of attributes that will change
what is and is not hidden when the correct metadata is combined with it. for
example a mesh part with the upper arm attribute will be hidden if the item is
paired with long gloves.
This is especially important when replacing the mesh parts of one model with
another's, or when you are making/altering a mesh that needs to hide certain parts.
If the mesh part numbers are different, then unwanted parts may hide when something
is equipped. If you ever have a mod where something goes invisible when another
gear piece is worn (usually long gloves) then that means that an attribute was
incorrectly placed on a mesh part. likewise, if a part of the mesh does not hide
when the corresponding piece is worn (like long gloves) then that means that mesh
part does not have the attribute set.
Some gear uses special "Variant Attributes" such as atr_tv_a. these attributes are
special as they are not decided by what other gear you have on, but rather are
decided by what item variant you have equipped. What variants hide/show what items
is determined by thier IMC values, which can be found in the metadata editing tabs
of your chosen mod editor.
Other variant attributes may exist for other model types, but most other model
types do not have IMC files, so they will not be gone over here.
atr_mv_x
Head Variant Parts
atr_inr
Gorget
Gloves (glv)
atr_gv_x
atr_arm
Glove
Hair (hir)
atr_hv_x
Hair Variant Parts
atr_kam
Scalp
Unusual/Strange
atr_hair
Au Ra F Faces Only
atr_sta
Common / Misc
atr_lod
Excess Detail
atr_tlh
atr_tls
atr_top
Miqo'te Ears
Body (top)
atr_tv_x
atr_hij
Wrist
atr_nek
Neck
atr_ude
Elbow
Legs (dwn)
atr_dv_x
atr_hiz
Knee
atr_kod
Waist
atr_sne
Shin
Accessories
atr_ev_x
atr_nv_x
atr_wv_x
atr_rv_x
atr_cn_neck
Neck Connector
atr_cn_wrist
Wrist Connector
atr_cn_ankle
Ankle Connector
atr_cn_waist
Waist Connector
Face (fac)
atr_fv_x
Facial Hair
atr_hrn
Horns
atr_kao
Face
atr_mim
Ears
Weapons
atr_bv_x
atr_parts_x
Arrow
atr_ar1-3
Arrow in Quiver
atr_attach
Gauss Barrel
Shoes (sho)
atr_sv_x
atr_leg
Boot
atr_lpd
Knee Pad
atr_bv_x
atr_parts_x
atr_showhide
atr_eye_a
Unlisted model types have no unique attributes. Ex: Tail (til) and Ear (zir)
It is assumed that a shape can be created for any otherwise unlisted attribute and
will be triggered if the attribute associated with it is hidden, however this has
not yet been tested.
Shape Name
Trigger Conditions
Notes
shp_nek
atr_nek Hidden
shp_kat
Long-Glove Equipped
Only one of these will be triggered at once, the others will have their associated
attribute hidden.
shp_ude
Mid-Glove Equipped
shp_hij
Short-Glove Equipped
shp_kos
atr_kos Hidden
shp_mom
Long-Boot Equipped
Only one of these will be triggered at once, the others will have their associated
attribute hidden.
shp_hiz
Mid-Boot Equipped
shp_sne
Short-Boot Equipped
shp_glv
atr_glv Hidden
shp_lpd
atr_lpd Hidden
atr_leg Hidden
Faces (fac)
shp_brw_x
shp_chk_x
shp_etc_x
shp_eye_x
atr_iris_x
Hair (hir)
shp_hib
Hat Equipped
shp_hic
???
???
Weapons
shp_bv_a
shp_bv_a hidden(?)
shp_met
Headgear hidden(?)
???
Monsters
shp_hib
???
???
Demihumans
shp_hiz
???
???
shp_kos
???
???
shp_mom
???
???
shp_mv_a
???
???
shp_mv_b
???
???
Visibility Reference Tables
This page is an adaptation of the Textools Reference document by Sel. This data has
not been tested since the release of dawntrail, so some information may be
missing/outdated.
Key:
Visibility Flag
Controlling Slot
Attribute
Shape
Notes
Byte 0
EnableBodyFlags
Body (top)
--
--
Must be enabled for the rest of the body flags to work correctly.
BodyHideWaist
Body (top)
atr_kod
shp_kod, shp_kos(?)
Bit2
Body (top)
???
???
BodyHideShortGloves
Body (top)
atr_arm
atr_arm
Has something to do with glove settings based on the type of glove equipped.
BodyGloveUnknown2
Body (top)
???
???
BodyHideMidGloves
Body (top)
atr_arm
shp_arm
BodyHideLongGloves
Body (top)
atr_arm
shp_arm
BodyHideGorget
Body (top)
atr_inr
shp_inr
Byte 1
BodyShowLeg
Body (top)
--
--
When body gear hides other slots, the visibility parameters from that slot in the
same set as the body gear
BodyShowHand
Body (top)
--
--
Body (top)
--
--
BodyShowNecklace
Body (top)
--
--
If either of equipped body or head gear hides necklace, it will be hidden.
BodyShowBracelet
Body (top)
--
--
BodyShowTail
Body (top)
--
--
BodyTriggersomeShapeData
Body (top)
???
???
Bit15
Body (top)
???
???
Byte 2
EnableLegFlags
Leg (dwn)
--
--
Must be enabled for the rest of the leg flags to work correctly.
LegHideKneePads
Leg (dwn)
atr_lpd
shp_lpd
LegHideShortBoot
Leg (dwn)
atr_leg
shp_leg
Like gloves, the atr_leg triggers are dependent upon the equipped boot's
visibility settings. (Long boots cannot be hidden)
LegHideHalfBoot
Leg (dwn)
atr_leg
shp_leg
LegBootUnknown
Leg (dwn)
???
???
LegShowFoot
Leg (dwn)
--
--
LegShowTail
Leg (dwn)
???
???
Bit23
Leg (dwn)
???
???
Byte 3
EnableHandFlags
Gloves (glv)
--
--
Must be enabled for the rest of the hand flags to work correctly.
HandHideElbow
Gloves (glv)
atr_ude
When Elbow is set without forearm the glove is marked as a short glove (which will
trigger shp_hij). Exact selection of which Shapes are triggered is based on the
combination of flags. (Mid glove triggers ude, Long triggers kat)
HandHideForearm
Gloves (glv)
atr_hij
Bit27
Gloves (glv)
???
???
HandShowBracelet
Gloves (glv)
--
--
HandShowRingL
Gloves (glv)
--
--
HandShowRingR
Gloves (glv)
--
--
Bit31
Gloves (glv)
???
???
Byte 4
EnableFootFlags
Shoes (sho)
--
--
Must be enabled for the rest of the foot flags to work correctly.
FootHideKnee
Shoes (sho)
atr_hiz
When Knee is set without Calf, item is marked as a short boot (Which will hide
shp_sne). Exact shapes triggered depends on the combination of the flags. (mid boot
triggers hiz, long triggers mom)
FootHideCalf
Shoes (sho)
atr_sne
FootHideAnkle
Shoes (sho)
???
???
Bit36
Shoes (sho)
--
--
Unused
Bit37
Shoes (sho)
--
--
Unused
Bit38
Shoes (sho)
--
--
Unused
Bit39
Shoes (sho)
--
--
Unused
Byte 5
EnableHeadFlags
Head (met)
--
--
Must be enabled for the rest of the head flags to work correctly.
HeadHideScalp
Head (met)
atr_kam
shp_kam
When set alone, hides scalp. When set with HideHair, hides everything .
HeadHideHair
Head (met)
--
--
When set alone, hides hair. When set with HideScalp, hides everything .
HeadShowHairOverride
Head (met)
--
--
When set, shows hair, regardless of the previous two flags.
HeadHideNeck
Head (met)
atr_nek
shp_nek
HeadShowNecklace
Head (met)
--
--
Bit46
Head (met)
???
???
HeadShowEarrings
Head (met)
--
--
Full earring toggle cannot be disabled without also disabling hair (HeadHideHair)
Byte 6
HeadShowEarringsHuman
Head (met)
--
--
HeadShowEarringsAura
Head (met)
--
--
Au Ra Only (?)
HeadShowEarHuman
Head (met)
atr_mim
atr_mim
Hyur/Elezen/Lalafell
HeadShowEarMiqo
Head (met)
atr_top
shp_top
Miqo/Hrothgar
HeadShowEarAura
Head (met)
atr_hrn
shp_hrn
Au Ra (Horns)
HeadShowEarViera
Head (met)
--
--
Viera
HeadUnknownHelmet1
Head (met)
???
???
These flags are usually set in place of ShowEarrings[Race] flags on helmet gear.
HeadUnknownHelmet2
Head (met)
???
???
Their purpose is currently unknown, but presumably triggers some shape data.
Byte 7
HeadShowHrothgarHat
Head (met)
--
--
HeadShowVieraHat
Head (met)
--
--
Allows Viera hats to be shown
Bit58
Head (met)
--
--
Unused
Bit59
Head (met)
--
--
Unused
Bit60
Head (met)
--
--
Unused
Bit61
Head (met)
--
--
Unused
Bit62
Head (met)
--
--
Unused
Bit63
Head (met)
--
--
Unused
Dawntrail colorsets now use an Index Texture/ID map and use TWO channels to
complete thier blending. Index red is similar to Endwalker Normal Alpha in that it
is divided into 16 blocks; However it cannot be blended.
Instead for Dawntrail each block comes as a pair of rows that can be blended and
this blend is controlled by the index Green channel. A pure white value will blend
to A and a pure black value will blend to B
Colorset Reference Table - Index Red
When working with these channels, your Greyscale Color space should be set to
sGrey. (Ctrl-Shift-K in Photoshop for color space settings)
Row Pair #
Greyscale %
Photoshop Greyscale %
sGrey Value
Hex Value
Color
Row Pair 1
0.00
100.00
#000000
Row Pair 2
6.67
93.33
17
#111111
Row Pair 3
13.33
86.67
34
#222222
Row Pair 4
20.00
80.00
51
#333333
Row Pair 5
26.67
73.33
68
#444444
Row Pair 6
33.33
66.67
85
#555555
Row Pair 7
40.00
60.00
102
#666666
Row Pair 8
46.67
53.33
119
#777777
Row Pair 9
53.33
46.67
136
#888888
Row Pair 10
60.00
40.00
153
#999999
Row Pair 11
66.67
33.33
170
#AAAAAA
Row Pair 12
73.33
26.67
187
#BBBBBB
Row Pair 13
80.00
20.00
204
#CCCCCC
Row Pair 14
86.67
13.33
221
#DDDDDD
Row Pair 15
93.33
6.67
238
#EEEEEE
Row Pair 16
100.00
0.00
255
#FFFFFF
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the
percentages are reversed for Photoshop.
for both Red and Green values-
ID Green Values:
"Final" Values:
Pair 1
#00
Row A
#FF
#00FF00
Row B
#00
#000000
Pair 2
#11
Row A
#FF
#11FF00
Row B
#00
#110000
Pair 3
#22
Row A
#FF
#22FF00
Row B
#00
#220000
Pair 4
#33
Row A
#FF
#33FF00
Row B
#00
#330000
Pair 5
#44
Row A
#FF
#44FF00
Row B
#00
#440000
Pair 6
#55
Row A
#FF
#55FF00
Row B
#00
#550000
Pair 7
#66
Row A
#FF
#66FF00
Row B
#00
#660000
Pair 8
#77
Row A
#FF
#77FF00
Row B
#00
#770000
Pair 9
#88
Row A
#FF
#88FF00
Row B
#00
#880000
Pair 10
#99
Row A
#FF
#99FF00
Row B
#00
#990000
Pair 11
#AA
Row A
#FF
#AAFF00
Row B
#00
#AA0000
Pair 12
#BB
Row A
#FF
#BBFF00
Row B
#00
#BB0000
Pair 13
#CC
Row A
#FF
#CCFF00
Row B
#00
#CC0000
Pair 14
#DD
Row A
#FF
#DDFF00
Row B
#00
#DD0000
Pair 15
#EE
Row A
#FF
#EEFF00
Row B
#00
#EE0000
Pair 16
#FF
Row A
#FF
#FFFF00
Row B
#00
#FF0000
These more specific values were found in the Penumbra server, posted by Ramen. the
color swatches from the above table are still correct if you want to color pick
instead of typing hex codes, as they matched the color swatches that were
originally combined with this data (as tested and color picked in CSP). the values
in this chart account for mathematical rounding of the values by other programs.
There are more observations from other modders on this that I will add later.
There are currently 41 different dye templates in FF14. These templates control
how dyes via the in game dye system or anamnesis/ktisis/brio/glamourer/etc affect a
colorset row.
Other than selecting a template, you can also select which fields it should effect
when dyed such as Diffuse color, Spec color, Emissive color, Gloss, and Spec power.
Not all templates contain data for all of the above fields. Furthermore, emissive
color can only be dyed using templates #510-522.
A general rule of thumb is as follows:
Dyed gloss values increase as you go up the 100s bracket from ~1 to ~24
Silver- 540
Gold-550
These templates (and black) will always dye the same color no matter what dye is
used.
Tile materials
In addition to basic colors per row, a sub material known as a tile material may
be used for microdetail such as linen or leather. ff14 has 64 possible tile
materials defined, though only half actually work.
The tile material is a 32x32 px normal map and diffuse map which is mapped onto
the UV1 layer of the material. the tile material is also repeated (tiled) a
specified amount of times along each axis and can be further skewed to rotate or
change the tiling as desired.
The grid version of the tiles and texture paths for them will be updated when
found for dawntrail.
As a note. this list is based off the old bone list. Dawntrail completely redid
the entire face skeletons, but there is not a complete list of them yet, so they
will be added later. Do not use this list for facial bones. Furthermore this is a
list of Vanilla bones. any extra bones added by a mod such as IVCS, YAS or Skelomae
will not be in this list, and cannot be manipulated or used unless said mod is
installed and set up properly.
Bones with <a-e> are multiple bones in sequence, such as sebo (spine) bones. Bones
with <l/r> are left and right bones such as leg bones. bones with <f/b/s> are
Front, Back, and Side bones, such as skirts. any bone with _ex in it's name is an
Extra bone, and will only exist when the associated skeleton metadata is loaded.
this is most commonly seen on hair, but has been used on gear on extremely rare
occasions.
Main Bones
Bone Name
English Equivalent
Notes
n_root
n_hara
Center Of Mass/Belly
n_throw
???
Attached to n_hara
j_kao
Head/Face
j_sebo_<a-c>
Spine
j_ude_<a-b>_<l/r>
Arm
n_hhiji_<l/r>
Elbow
n_hte_<l/r>
Hand
j_te_<l/r>
Hand
j_mune_<l/r>
Breast
Females only
j_kosi
Hip/Lower Back
j_asi_<a-e>_<l/r>
Leg
j_sk_<f/b/s>_<a-c>_<l/r>
Skirt
j_sako_<l/r>
Collar
n_hkata_l
Shoulder
j_kubi
Neck
j_ago
Chin
j_kami_<a-b>
Hair (Ponytail)
j_kami_f_<l/r>
Bangs
j_mimi_<l/r>
Ears
n_sippo_<a-e>
Tail
Earring Bones
n_kataarmor_<l/r>
Shoulder Pad
n_hizasoubi_<l/r>
Knee Pad
n_hijisoubi_<l/r>
Elbow Pad
j_buki_kosi_<l/r>
Sheathed Weapon(Hip)
j_buki2_kosi_<l/r>
Sheathed Weapon(Hip2)
j_buki_sebo_<l/r>
Sheathed Weapon(Back)
n_buki_<l/r>
Drawn Weapon
n_buki_tate_<l/r>
Drawn Shield
j_oya_<a-b>_<l/r>
Thumb
j_hito_<a-b>_<l/r>
Index Finger
j_naka_<a-b>_<l/r>
Middle Finger
j_kusu_<a-b>_<l/r>
Ring Finger
j_ko_<a-b>_<l/r>
Pinky Finger
Dawntrail Face Bones
As a note, not every bone can be manipulated or scaled outside of gpose, (such as
with Customize+ for normal gameplay). furthermore, many of the facial bones are
kindedriver or "Helper" bones, and are either not meant to be touched on thier own,
or are meant to provide small adjustments after moving the main bone. If you are
not posing an old NPC head, you should only use the face bones listed here, and not
the ones in the above chart.
An example of gpose only bones is eyeprm and irisprm bones. These bones will only
ever work in gpose and in cutscenes, and trying to alter them in a non-gpose only
setting such as customize+ will cause these bones to immediately revert when
leaving gpose. Do not use these for scaling outside of screenshots. This is not
fixable and is a game limitation. if you want to dialate or contract your pupils
for out of gpose, you will need to look into eye mods
Bone scaling notes
Many in-game models share the same model, but scale the bones to fit the body
shape they want. this is a list of known and confirmed scaling values that match up
correctly with the in-game versions.
These are meant to be used with posing tools/plugins, with Customize+, or when
testing your models in a modeling software to ensure that things don't clip at
larger bust scalings.
At this time there is only bust scalings, but we will be happy to add other
scalings as people find them. Keep in mind that not all gear pieces are weighted
equally to the breast bones. many newer gear pieces are weighted to 50% breast
influence instead of 100%. For these you may need to go up another percentage
category to have the same effect as your racial starter gear or nude.
Slider Percentage
0%
0.92
0.816
0.80
50%
100%
1.08
1.184
1.20
150%
1.16
1.368
1.40
200%
1.24
1.552
1.60
250%
1.32
1.736
1.80
300%
1.40
1.92
As a note, these same values will work in a 3d modeling software like blender or
3ds max. for 3ds max, move the decimal point back 2 spaces.
Normal Map
Multi
Vertex Color/Alpha
UV2
RED
Standard Tangent Space Normal Map
RED
Ambient Occlusion
RED
Ambient Occlusion
GREEN
GREEN
Gloss
GREEN
Gloss
BLUE
BLUE
Specular Power
BLUE
Specular Power
Specular
ALPHA
Colorset Row
ALPHA
???
ALPHA
Opacity
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Specular Intensity
RED
???
GREEN
GREEN
Gloss (?)
GREEN
???
BLUE
BLUE
???
BLUE
???
Specular
ALPHA
Colorset Row
ALPHA
???
ALPHA
???
Glass Shader
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Ambient Occlusion
RED
???
???
GREEN
GREEN
Gloss
GREEN
???
BLUE
Opacity
BLUE
Specular Power
BLUE
Z Depth?
N/A
ALPHA
Colorset Row
ALPHA
???
ALPHA
???
Skin Shader
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
RED
GREEN
Specular Intensity
GREEN
???
BLUE
???
BLUE
Unused
BLUE
N/A
ALPHA
???
ALPHA
???
ALPHA
Player Skin Color Selection Influence
Normal Map
Multi
Vertex Color/Alpha
UV2
RED
RED
RED
GREEN
Specular Intensity
GREEN
???
BLUE
Opacity
BLUE
BLUE
Angle of Refraction Intensity
N/A
ALPHA
???
ALPHA
???
ALPHA
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Player Skin Color Selection Influence
RED
???
GREEN
GREEN
GREEN
???
BLUE
???
BLUE
BLUE
???
N/A
ALPHA
???
ALPHA
???
ALPHA
???
Hair Shader
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Diffuse Mask
RED
Red Color Influence
Opacity Mapping
GREEN
GREEN
Specular Mask
GREEN
BLUE
???
BLUE
Unused
BLUE
N/A
ALPHA
ALPHA
Highlight Color Influence
ALPHA
Opacity
Normal Map
Multi
Vertex Color/Alpha
UV2
RED
RED
Brightness
RED
Opacity Map
GREEN
GREEN
Specular Intensity
GREEN
BLUE
???
BLUE
Unused
BLUE
N/A
ALPHA
Opacity
ALPHA
ALPHA
Opacity
* Tattoo/Etc. Color varies by race and is default as one of:
Tattoo Color
Limbal Color
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Diffuse Mask
RED
???
GREEN
GREEN
Specular Mask
GREEN
Right Eye Color Influence
BLUE
???
BLUE
Gloss(?)
BLUE
???
Reflection
ALPHA
???
ALPHA
???
ALPHA
???
Furniture Shader
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Diffuse Mask
RED
???
GREEN
GREEN
Specular Mask
GREEN
???
BLUE
Unused
BLUE
Gloss
BLUE
???
Diffuse Note
ALPHA
Opacity
ALPHA
Emissive Mask
ALPHA
???
Normal Map
Multi
Vertex Color/Alpha(UV3)
UV2
RED
RED
Specular Mask
RED
???
GREEN
Roughness
GREEN
???
BLUE
Unused
BLUE
BLUE
???
Diffuse Note
ALPHA
Opacity
ALPHA
Emissive Mask
ALPHA
???
Further Notes
SE's Gloss implementation is very unique, and doesn't adhere particularly well to
most modern PBR system's assumption of Gloss. (Closer to non-PBR Spec-Gloss)
In particular, their Gloss layers in the textures are really more like [Specular +
Gloss]. To get a true Gloss-Only variance, your best bet is to blend Colorset Rows.
When working with normal map Alpha channels, your Greyscale Color space should be
set to sGrey. (Ctrl-Shift-K in Photoshop for color space settings)
Row #
Greyscale %
Photoshop Greyscale %
sGrey Value
Hex Value
Color
Row 1
0.00
100.00
#000000
Row 2
6.67
93.33
17
#111111
Row 3
13.33
86.67
34
#222222
Row 4
20.00
80.00
51
#333333
Row 5
26.67
73.33
68
#444444
Row 6
33.33
66.67
85
#555555
Row 7
40.00
60.00
102
#666666
Row 8
46.67
53.33
119
#777777
Row 9
53.33
46.67
136
#888888
Row 10
60.00
40.00
153
#999999
Row 11
66.67
33.33
170
#AAAAAA
Row 12
73.33
26.67
187
#BBBBBB
Row 13
80.00
20.00
204
#CCCCCC
Row 14
86.67
13.33
221
#DDDDDD
Row 15
93.33
6.67
238
#EEEEEE
Row 16
100.00
0.00
255
#FFFFFF
Colors will blend in pairs of two going down the rows.
(Ex. Row [1 & 2] can be blended, but row [2 & 3] cannot, and will snap to the
nearest colorset row)
Sub-material information
does not blend, and is determined by discrete value that is closer. (Ex. 3% rounds
to Row 1, 6% rounds to row 2)
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the
percentages are reversed for Photoshop.