0% found this document useful (0 votes)
65 views231 pages

ff14 Asset Reference Document

Uploaded by

lucasflicky
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
65 views231 pages

ff14 Asset Reference Document

Uploaded by

lucasflicky
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 231

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.

(Dawntrail) Shader Reference Table


This page is a list of tables with explinations/annotations of how the New shaders
in dawntrail work. Most of this page has been adapted from the Textools Reference
Document by Sel. Extra information is added based on research and conversations in
modding creation discords, mainly the Textools and Bibo+ Discords.

This page is partially incomplete as we still do not fully understand every


shader. Shaders with entirely blank boxes are those that we know exist, but do not
understand how they work. Any important notes or observations about these shaders
will be notated below their shader tables in Red.

The following explains how each color/data channel is used in each shader.

Channels are listed by their Default Behavior whenever variable.

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)

Character.shpk (Gear & Monster Shader)

Texture Data
Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Power

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness

BLUE

Opacity

BLUE

Ambient Occlusion

ALPHA

Unused

ALPHA

Unused
Diffuse Texture

Specular Texture

RED

Standard Color Data

RED

Standard Color Data

GREEN

Standard Color Data

GREEN

Standard Color Data

BLUE

Standard Color Data

BLUE

Standard Color Data

ALPHA

???

ALPHA

???

Index Texture

Flow Texture
RED

Colorset Pair (0-16)

RED

???

GREEN

Colorset Even/Odd Blending

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

Decal UV Channel (FC Crests, etc.)

Texture Mode - Diffuse Texture

Key : B616DC5A

Value

Effect

DEFAULT

Default Mask Texture Mode

COMPATIBILITY

Used to enable Diffuse Texture


SIMPLE

Unknown

Flow Map Mode? - Flow Texture

Key : 40D1481E

Value

Effect

337C6BC4

Standard Value

71ADA939

Enable Flow Map?


Specular Mode - Specular Texture

Key : C8BD1DEF

Value

Effect

OFF

No Specular Texture

MASK
Use Mask sampler for Specular

DEFAULT

Use Spec sampler for Specular

A7D2FF60

Unknown

Vertex Color Mode - Model Vertex Colors

Key : F52CCF05

Value

Effect

MASK

Use as Mask

COLOR
Use as Diffuse Color

DFE74BAC

Unknown

5CC605B5

Unknown

Decal Mode - Model UV2 Layer

Key : D2777173

Value

Effect

OFF

No Decals
COLOR

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement

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).

Number 1 seems to apply a "clear vinyl overlayer" effect

CharacterLegacy.shpk (Endwalker Gear & Monster Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Power

GREEN

Standard Tangent Space Normal Map

GREEN

Gloss

BLUE
Opacity

BLUE

Ambient Occlusion

ALPHA

Unused

ALPHA

Unused

Diffuse Texture

Specular Texture

RED

Standard Color Data

RED

Standard Color Data

GREEN

Standard Color Data

GREEN

Standard Color Data

BLUE

Standard Color Data


BLUE

Standard Color Data

ALPHA

Unused

ALPHA

Unused

Index Texture

--

RED

Colorset Pair (0-16)

RED

GREEN

Colorset Even/Odd Blending

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

Decal UV Channel (FC Crests, etc.)

Texture Mode - Diffuse Texture

Key : B616DC5A
Value

Effect

DEFAULT

Default Mask Texture Mode

COMPATIBILITY

Used to enable Diffuse Texture

SIMPLE

Unknown

Specular Mode - Specular Texture

Key : C8BD1DEF
Value

Effect

OFF

No Specular Texture

MASK

Use Mask sampler for Specular

DEFAULT

Use Spec sampler for Specular

A7D2FF60

Unknown

Vertex Color Mode - Model Vertex Colors

Key : F52CCF05
Value

Effect

MASK

Use as Mask

COLOR

Use as Diffuse Color

DFE74BAC

Unknown

5CC605B5

Unknown

Decal Mode - Model UV2 Layer

Key : D2777173
Value

Effect

OFF

No Decals

COLOR

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement


This is the Character Legacy shader. It is a port of the old endwalker shader for
compatability with old assets that have not been updated by Square Enix. It is Not
reccommended to continue creating anything for this shader , as it is not able to
do all the things that the new Character shader can. Most Assets will still be
using this shader unless updated by Square Enix or a modder. This shader is to our
knowledge, not capable of handling some of the extra shader effects that the new
Character shader can.

Skin.shpk (Character Skin Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Power

GREEN

Standard Tangent Space Normal Map

GREEN
Roughness

BLUE

Skin Color Influence

BLUE

SSS Thickness/Fur Parallax

ALPHA

Wetness Mask

ALPHA

Hair Highlight Color Influence *

Diffuse Texture

--

RED

Standard Color Data

RED

GREEN

Standard Color Data

GREEN
BLUE

Standard Color Data

BLUE

ALPHA

Opacity

ALPHA

--

--

RED

RED

GREEN

GREEN
BLUE

BLUE

ALPHA

ALPHA

Model Data

Vertex Color 1

Vertex Color 2

RED

Muscle Slider Influence

RED

Unused (?)

GREEN

Unused

GREEN

Unused (?)
BLUE

???

BLUE

Unused (?)

ALPHA

Shadow Castin On/Off

ALPHA

Unused (?)

UV Channel 1

UV Channel 2

UV

Normal UV Channel

UV

Decal UV Channel (Legacy Mark)

Skin Type - Normal Alpha Channel


Key : 380CAED0

Value

Effect

BODY

Use as Wetness Mask

FACE

Use as Lip Mask

HRO

Use as Hair Mask *

EMISSIVE

Use as Emissive mask

* Also enables Mask Alpha


Vertex Color Mode - Model Vertex Colors

Key : F52CCF05

Value

Effect

MASK

Use as Mask

COLOR

Use as Diffuse 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

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement


This is the Shader used for Body skin, Faces, and Hrothgar Skin with Fur.

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.

Hair.shpk (Hair Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Power

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness

BLUE
Highlight Color Influence

BLUE

SSS Thickness

ALPHA

Opacity

ALPHA

Diffuse Mask / Ambient Occlusion

Diffuse Texture

--

RED

Standard Color Data

RED

GREEN

Standard Color Data

GREEN

BLUE

Standard Color Data

BLUE
ALPHA

Opacity

ALPHA

--

--

RED

RED

GREEN

GREEN

BLUE

BLUE
ALPHA

ALPHA

Model Data

Vertex Color 1

Vertex Color 2

RED

???

RED

Faux-Wind Influence + Anistropy

GREEN

???

GREEN

Faux-Wind Multiplier

BLUE

???

BLUE
???

ALPHA

Shadow Casting On/Off

ALPHA

???

UV Channel 1

UV Channel 2

UV

Normal UV Channel

UV

Opacity Mapping for Miqo'te?

Sub Color Map - Normal Blue Channel

Key : 24826489
Value

Effect

FACE

Use as Tattoo Color Influence

HAIR

Use as Hair Highlight Influence

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

Standard Tangent Space Normal Map

RED

Emissive Mask

GREEN

Standard Tangent Space Normal Map

GREEN

Reflection Mask/Cubemap Intensity

BLUE

Unused

BLUE

Iris Mask

ALPHA

Unused
ALPHA

Unused

Diffuse Texture

--

RED

Standard Color Data

RED

GREEN

Standard Color Data

GREEN

BLUE

Standard Color Data

BLUE

ALPHA

Unused

ALPHA
--

--

RED

RED

GREEN

GREEN

BLUE

BLUE

ALPHA

ALPHA
Model Data

Vertex Color 1

Vertex Color 2

RED

Left Eye color influence (odd eyes)

RED

Unused (?)

GREEN

Right eye color influence (odd eyes)

GREEN

Unused (?)

BLUE

BLUE

Unused (?)

ALPHA

ALPHA
Unused (?)

UV Channel 1

UV Channel 2

UV

Normal UV Channel

UV

Unused (?)

63030C80 - Unknown Effect

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

0-1 (au ra at 0.8)

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.

CharacterTattoo.shpk (Face Tattoos Shader)

Texture Data

Normal Texture

--
RED

Standard Tangent Space Normal Map

RED

GREEN

Standard Tangent Space Normal Map

GREEN

BLUE

Mole or Tattoo Color Influence

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

???

Sub Color Map - Normal Blue Channel

Key : 24826489

Value

Effect

FACE

Use as Tattoo Color Influence

HAIR

Use as Hair Highlight Influence

584265DD

Unknown
Decal Mode - Model UV2 Layer

Key : D2777173

Value

Effect

OFF

No Decals

COLOR

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement


There isn't much to edit about this shader, but it is important to keep in mind,
as Facial ETC textures have multiple materials that all point to the same textures,
but have different shader keys and parameters. Before changing any, please check
this table, or make the texture path for the specific one you want to change
unique.

CharacterStocking.shpk
(Stocking/Translucent Cloth)

Texture Data

Normal Texture

Mask Texture
RED

Standard Tangent Space Normal Map

RED

See character shader

GREEN

Standard Tangent Space Normal Map

GREEN

See character shader

BLUE

Opacity* (Skin visibility)

BLUE

See character shader

ALPHA

Unused

ALPHA

Unused

Diffuse Texture

Specular Texture

RED

See character shader


RED

See character shader

GREEN

See character shader

GREEN

See character shader

BLUE

See character shader

BLUE

See character shader

ALPHA

See character shader

ALPHA

See character shader

Index Texure

--

RED

Colorset Pair (0-16)

RED
???

GREEN

Colorset Even/Odd blending

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 multipler

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.

As of current research (12/03/2024) It seems that there is a strange link to


material A used for this shader. When a modded skin mat A is loaded via textools
into the game, the modded mat A shows correctly underneath the stockings, however
when a modded skin mat A is loaded via penumbra, it does not. we are currently
looking into why this is and how to cause the textools behavior on penumbra. The
mod type (ttmp2 vs pmp) used does not change this behavior, nor can the penumbra
behavior be circumvented via using textools' attach to penumbra system.

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.

(thank you to Virgo on discord for this research)

CharacterOcclusion.shpk (Eye Occlusion Shader)

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

Standard Tangent Space Normal Map

RED

Unused (?)

GREEN

Standard Tangent Space Normal Map

GREEN

Unused (?)
BLUE

???

BLUE

Unused (?)

ALPHA

Unused

ALPHA

Unused (?)

UV Channel 1

UV Channel 2

UV

Normal UV Channel

UV

???

Sub Color Map - Normal Blue Channel


Key : 24826489

Value

Effect

FACE

Use as Tattoo Color Influence

HAIR

Use as Hair Highlight Influence

584265DD

Unknown

Vertex Color Mode - Model Vertex Colors


Key : F52CCF05

Value

Effect

MASK

Use as Mask

COLOR

Use as Diffuse Color

DFE74BAC

Unknown

5CC605B5

Unknown

Decal Mode - Model UV2 Layer


Key : D2777173

Value

Effect

OFF

No Decals

COLOR

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement


There isn't much to say about this shader.

CharacterGlass.shpk (Glass Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Power

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness
BLUE

Opacity

BLUE

Ambient Occlusion

ALPHA

Unused

ALPHA

Unused

Index Texture

--

RED

Colorset Pair (0-16)

RED

GREEN

Colorset Even/Odd Blending

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

Decal UV Channel (FC Crests, etc.)

Texture Mode - Diffuse Texture


Key : B616DC5A

Value

Effect

DEFAULT

Default Mask Texture Mode

COMPATIBILITY

Used to enable Diffuse Texture

SIMPLE

Unknown

Specular Mode - Specular Texture


Key : C8BD1DEF

Value

Effect

OFF

No Specular Texture

MASK

Use Mask sampler for Specular

DEFAULT

Use Spec sampler for Specular

A7D2FF60

Unknown

Flow Map Mode? - Flow Texture


Key : 40D1481E

Value

Effect

337C6BC4

Standard Value

71ADA939

Enable Flow Map?

Vertex Color Mode - Model Vertex Colors


Key : F52CCF05

Value

Effect

MASK

Use as Mask

COLOR

Use as Diffuse Color

DFE74BAC

Unknown

5CC605B5

Unknown
Decal Mode - Model UV2 Layer

Key : D2777173

Value

Effect

OFF

No Decals

COLOR

Use as Color Decal Placement

ALPHA

Use as Alpha Decal Placement


This shader is still very under researched. We have a general idea of how it
works, but not enough for any automatic texture conversions to look good. If you
have any observations or are willing to research it, please let us know.

Bg.shpk (Furniture Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED
Specular Mask A?

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness

BLUE

???

BLUE

Specular Mask B?

ALPHA

???

ALPHA

???

Diffuse Texture

--

RED

Standard Color Data

RED
GREEN

Standard Color Data

GREEN

BLUE

Standard Color Data

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

BG Vertex Paint - Vertex Color

Key : 4F4F0636

Value

Effect
BD94649A

Use as Diffuse Color

Multiple - Unknown Effect

Key : Multiple

Value

Effect

At least ~9 Additional keys of unknown effect

Texture Mode - Diffuse Texture


Key : B616DC5A

Value

Effect

DEFAULT

Unknown

COMPATIBILITY

Unknown

SIMPLE

Unknown

1DF2985C

Unknown

941820BE

Unknown

07D3170F

Unknown
This shader is not fully understood.

BgColorChange.shpk (Dyeable Furniture Shader)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

Specular Mask A?

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness
BLUE

???

BLUE

Specular Mask B?

ALPHA

Opacity

ALPHA

???

Diffuse Texture

--

RED

Standard Color Data

RED

GREEN

Standard Color Data

GREEN
BLUE

Standard Color Data

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

???

BG Use DiffuseAlpha - Diffuse Alpha


Key : A9A3EE25

Value

Effect

72AAA9AE

Use as Opacity (?)

BG Vertex Paint - Vertex Color

Key : 4F4F0636

Value

Effect

BD94649A

Use as Diffuse Color


This shader is not fully understood.

Attribute Reference Tables


This page is based off the "attribute reference table" in the textools reference
doc by sel. This information has not been validated to have been changed in
dawntrail, so while nothing on here should have changed, it is possible that some
information is outdated or missing.

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.

Variant attributes go from a to j (so atr_xv_b for example) with a total of 10


possible variant attributes per item, at the time of writing this.

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.

Hats / Headgear (met)

atr_mv_x
Head Variant Parts

atr_inr

Gorget

Gloves (glv)

atr_gv_x

Glove Variant Parts

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

Miqo'te Hair Only

Common / Misc
atr_lod

Excess Detail

atr_tlh

Non-Tail Races Only

atr_tls

Tail Races Only

atr_top

Miqo'te Ears

Body (top)

atr_tv_x

Body Variant Parts

atr_hij

Wrist
atr_nek

Neck

atr_ude

Elbow

Legs (dwn)

atr_dv_x

Leg Variant Parts

atr_hiz

Knee

atr_kod

Waist

atr_sne
Shin

Accessories

atr_ev_x

Earring (ear) Variant Parts

atr_nv_x

Necklace (nek) Variant Parts

atr_wv_x

Bracelets (wrs) Variant Parts

atr_rv_x

Ring (rir/ril) Variant Parts


Connector Attributes

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

Face Variant Parts (Char Select)


atr_hig

Facial Hair

atr_hrn

Horns

atr_kao

Face

atr_mim

Ears

Weapons

atr_bv_x

Other Variant Parts

atr_parts_x

Weapon Specific Parts


atr_arrow

Arrow

atr_ar1-3

Arrow in Quiver

atr_attach

Gauss Barrel

Shoes (sho)

atr_sv_x

Shoe Variant Parts

atr_leg

Boot
atr_lpd

Knee Pad

Monsters & Demihumans

atr_bv_x

Other Variant Parts

atr_parts_x

Monster Specific Parts

Extremely Rare / Unknown

atr_showhide

Used on 2 Weapon Models


atr_blt

Used on 3 Body Models

atr_eye_a

NPC head setting?

Unlisted model types have no unique attributes. Ex: Tail (til) and Ear (zir)

Shapes Reference Table


This page was adapted from the Textools Reference doc by Sel. This information has
not been updated or re-researched since pre-dawntrail, so some information may be
missing or outdated.

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

Body Gear (top)

shp_nek

atr_nek Hidden

Hide conditions dependent upon head gear.

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

Leg Gear (dwn)

shp_kos

atr_kos Hidden

Hide conditions dependent upon body gear.

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

Hand Gear (glv)

shp_glv

atr_glv Hidden

Hide conditions dependent upon body gear.

Foot Gear (sho)

shp_lpd

atr_lpd Hidden

Hide conditions dependent upon body gear.


shp_leg

atr_leg Hidden

Hide conditions dependent upon body gear.

Faces (fac)

shp_brw_x

Character Creation Settings

Eyebrow Selection. _a is the SECOND option.

shp_chk_x

Character Creation Settings

Jaw Selection. _a is the SECOND option.

shp_etc_x

Character Creation Settings

Tattoo/etc. Selection. _a is the SECOND option.

shp_eye_x

Character Creation Settings

Eye Shape Selection. _a is the SECOND option.


shp_mth_x

Character Creation Settings

Mouth Selection. _a is the SECOND option.

atr_iris_x

Character Creation Settings

Iris Size Selection. _a is the SECOND option.

Hair (hir)

shp_hib

Hat Equipped

shp_hic

???

???
Weapons

shp_bv_a

shp_bv_a hidden(?)

IMC Variant Shape?

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:

Flag that should always be set if the gear exists.

Flag that shows/hides an entire gear slot.

Flag that shows/hides an Attribute (and associated Shape)

Flag that is unused or has unknown purpose

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

Ex. HideLongGloves will only hide atr_arm on long gloves.

BodyHideLongGloves

Body (top)

atr_arm

shp_arm

But not on Mid Gloves.

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)

--

--

is used for determining down-stream visibility settings. (Ex. Should Shoes be


shown/hidden)
BodyShowHead

Body (top)

--

--

BodyShowNecklace

Body (top)

--

--
If either of equipped body or head gear hides necklace, it will be hidden.

BodyShowBracelet

Body (top)

--

--

If either of equipped body or glove gear hides bracelet, it will be hidden.

BodyShowTail

Body (top)
--

--

If either of equipped body or leg gear hides tail, it will be hidden.

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)

???

???

Something to do with interactions with half-boots.

LegShowFoot

Leg (dwn)

--
--

LegShowTail

Leg (dwn)

???

???

If either of equipped body or leg gear hides tail, it will be hidden.

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

shp_ude, shp_hij, shp_kat

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

shp_ude, shp_hij, shp_kat

Bit27

Gloves (glv)

???

???
HandShowBracelet

Gloves (glv)

--

--

If either of equipped body or glove gear hides bracelet, it will be hidden.

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

shp_hiz, shp_sne, shp_mom

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

shp_hiz, shp_sne, shp_mom

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)

--
--

If either of equipped body or head gear hides necklace, it will be hidden.

Bit46

Head (met)

???

???

HeadShowEarrings
Head (met)

--

--

Full earring toggle cannot be disabled without also disabling hair (HeadHideHair)

Byte 6

HeadShowEarringsHuman

Head (met)
--

--

Everything not Au Ra (?)

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)

--

--

Allows Hrothgar hats to be shown

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) Colorset Values reference table


This page has been adapted from the same from the Textools Reference Doc made by
Sel.

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 Red values (hex):

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.

Dye templates and Tile References


This page was made as an adaptation of the same in the Textools Reference doc
created by sel. This has not been updated for dawntrail, so some information may be
outdated or missing.

As of dawntrail, it is now possible to have two dye channels. In order to select


and set between the two, you must go to the colorset editing window, and on the row
you wish to be connected to the dye channel, select either Channel 1 or Channel 2.
There are technically up to 4 channels in the data, but 3 and 4 are unused and
cannot be manipulated in game.

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:

(#)#00- dyes "default"

(#)#01- dyes "darker"

(#)#02- dyes "lighter"

(#)#2#- dyes black (220, 420, 221, 421)

Dyed gloss values increase as you go up the 100s bracket from ~1 to ~24

Special templates other than black are:

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.

Racial Scaling tree (wip, outdated)


this does not include viera male or hrothgar female and must be remade. will update
later, here's the old one.

Bone list and Bone Scaling notes.


this has been adapted from the textools reference doc page of the same title,
created by sel. this has not been fully updated for dawntrail, and some information
IS missing or outdated. I will correct when I can.

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

Root (base bone)

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

Feet bones are bones d/e

j_asi_<a-e>_<l/r>

Leg

6 Bones in total per <a-c> level

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

Midlander M and Tail Races M/F Only (Miqo'te/Au Ra)


n_ear_<a-b>_<l/r>

Earring Bones

A is attachment point, B is hanging part

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.

Bust sizes- Apply to Mune_l and _r

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.

Outdated tables (cross-reference only)


These are a few pages/tables that are included for cross referencing for the sake
of older mods and setups, and should not be used when doing things post dawntrail.
they are being saved for archival's sake, but I will not be formatting them in a
pretty way, sorry. These are taken from the Textools Reference doc made by sel.

Endwalker shader tables-

Standard Gear Shader

Normal Map

Multi

Vertex Color/Alpha

UV2

RED
Standard Tangent Space Normal Map

RED

Ambient Occlusion

RED

Ambient Occlusion

Decal Placement, such as Grand Company Logos

GREEN

Standard Tangent Space Normal Map

GREEN
Gloss

GREEN

Gloss

BLUE

Opacity [0-128, 128+ is full Opacity]

BLUE

Specular Power

BLUE

Specular Power
Specular

ALPHA

Colorset Row

ALPHA

???

ALPHA

Opacity

Standard Full Color Specular Map


Standard Gear Shader - Monster Preset

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED
Specular Intensity

RED

???

Decal Placement, such as Grand Company Logos

GREEN

Standard Tangent Space Normal Map

GREEN

Gloss (?)

GREEN
???

BLUE

Opacity [0-128, 128+ is full Opacity]

BLUE

???

BLUE

???

Specular

ALPHA
Colorset Row

ALPHA

???

ALPHA

???

Used as a Multi map (See Multi column)

Glass Shader
Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Ambient Occlusion

RED
???

???

GREEN

Standard Tangent Space Normal Map

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

Standard Tangent Space Normal Map

RED

Player Skin Color Selection Influence

RED

Player Muscle Slider Influence

Decal Placement, such as Legacy Mark or Face Paint.


GREEN

Standard Tangent Space Normal Map

GREEN

Specular Intensity

GREEN

???

BLUE

???

BLUE
Unused

BLUE

Angle of Refraction Intensity

N/A

ALPHA

???

ALPHA

???

ALPHA
Player Skin Color Selection Influence

Skin Shader - Face Presets

Normal Map

Multi

Vertex Color/Alpha

UV2
RED

Standard Tangent Space Normal Map

RED

Player Skin Color Selection Influence

RED

Player Muscle Slider Influence

Decal Placement, such as Legacy Mark or Face Paint.

GREEN

Standard Tangent Space Normal Map


GREEN

Specular Intensity

GREEN

???

BLUE

Opacity

BLUE

Player Lip Color Selection Influence

BLUE
Angle of Refraction Intensity

N/A

ALPHA

???

ALPHA

???

ALPHA

Player Skin Color Selection Influence


Skin Shader - Skin with Hair Preset

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED
Player Skin Color Selection Influence

RED

???

Decal Placement, such as Legacy Mark or Face Paint.

GREEN

Standard Tangent Space Normal Map

GREEN

Player Hair Color Selection Influence

GREEN
???

BLUE

???

BLUE

Hair Highlight Color Selection Influence

BLUE

???

N/A
ALPHA

???

ALPHA

???

ALPHA

???

Hair Shader
Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Diffuse Mask

RED
Red Color Influence

Opacity Mapping

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN

Green Color Influence

BLUE
???

BLUE

Unused

BLUE

Blue Color Influence

N/A

ALPHA

Opacity (see UV2)

ALPHA
Highlight Color Influence

ALPHA

Opacity

Hair Shader - Face Presets

Normal Map

Multi

Vertex Color/Alpha
UV2

RED

Standard Tangent Space Normal Map

RED

Brightness

RED

Red Color Influence

Opacity Map
GREEN

Standard Tangent Space Normal Map

GREEN

Specular Intensity

GREEN

Green Color Influence

BLUE

???

BLUE

Unused
BLUE

Blue Color Influence

N/A

ALPHA

Opacity

ALPHA

Player Tattoo/Etc* Color Influence

ALPHA

Opacity
* Tattoo/Etc. Color varies by race and is default as one of:

Tattoo Color

Limbal Color

Ear Clasp Color


Iris Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED
Diffuse Mask

RED

Left Eye Color Influence

???

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN
Right Eye Color Influence

BLUE

???

BLUE

Gloss(?)

BLUE

???

Reflection
ALPHA

???

ALPHA

???

ALPHA

???

Reflection Map ("Catchlight")

Furniture Shader
Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Diffuse Mask

RED
???

Emissive Color Mapping (?)

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN

???
BLUE

Unused

BLUE

Gloss

BLUE

???

Diffuse Note

ALPHA

Opacity
ALPHA

Emissive Mask

ALPHA

???

Diffuse Alpha is also used for Opacity

Dyeable Furniture Shader

Normal Map

Multi
Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Specular Mask

RED

???

Emissive Color Mapping (?)


GREEN

Standard Tangent Space Normal Map

GREEN

Roughness

GREEN

???

BLUE

Unused
BLUE

Also Specular Mask...?

BLUE

???

Diffuse Note

ALPHA

Opacity

ALPHA

Emissive Mask
ALPHA

???

Diffuse Alpha is used for Dyeability

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.

Endwalker colorset row reference table

Colorset Reference Table

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.

You might also like