Tools:
- DSMapStudio
- WitchyBND
- FLVER Editor 2
- FBX Importer
1. find model IDs
DSMapStudio -> param editor -> "EquipParamWeapon"/"EquipParamProtector" category -> search for your weapon/armor -> locate field "equipModelId"
2. unpack parts files
In your games "parts" folder (unpack with UXM) you search for the IDs from 1. with wildcard search:
e.g. *215*
armor files have "am" as name prefix and weapons have "wp". Then unpack the file with WitchyBND.
Inside the unpacked folder you will find the .flver (model) and .tpf (textures, unpack again) files.
3. export with FLVER Editor
Open the .flver files with "FLVER Editor 2" and go to "File" -> "Model" -> "Export".
Now import the .dae file in e.g. Blender and edit it then export it as .fbx.
4. import with FLVER Editor or FBX Importer
DS1: Open FBX Importer, set your game path at the top right and set the correct Model Type on the right side. It will automatically copy the file packed to the correct model location.
DS3+: In FLVER Editor 2 go to "File" -> "Model" -> "Import"
You then select the old mesh and click on "Delete selected".
5. edit materials
In FLVER Editor you then need to go to the materials tab and set the material name. There is no path needed but for ER.
All materials can be found in the mtd/material folder within the materials bnd.
The material needs to have the correct texture entries including the correct name.
-> When in doubt always check a vanilla file of the game where you are importing the model/texture.
DS1-DS3: The textures only need to have the correct name and be placed in the corresponding folders.
ER: The textures are set within the materials file. They are not referenced within the material set in the model. You can convert .matbin files with Witchy and edit the texture file paths this way.
When you are done with setting materials, textures, saved the model then repack the model folder (in the parts folder) and you are done.