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Material Colorsets (Dawntrail)

A general understanding of UV Maps and Exporting/Importing with Penumbra is assumed for this page.

Disclaimer: I still don't quite understand the duel colorsets in dawntrail. So this guide is mainly making the colorsets work the way they did pre-dawntrail. 

The Basics

Colorset information is stored on the red and green channel of the _id texture for a given gear item. 

To assign different parts of the UV map to different colorset rows, those areas should be colored with different shades of gray.

See the following page for a breakdown of how these colors work. 

https://xivmodding.com/books/ff14-asset-reference-document/page/dawntrail-colorset-values-reference-table

Adding Colorset Information

Start by exporting the _id texture or just creating a new 1024x1024 texture inOpen a photo editing tool like Photoshop or Photopea.

Import

Nextthe we_id need to figure out what areastexture of the texture control different parts of our gear item.item Foryou thiswould example I'm goinglike to useedit or just create a hoodienew pack1024x1024 I made with the following texture mapping setup. 

image.pngtexture.

Next we need to understand a little about how the color we are using relates to the colorset channels. Remember that a color hex value is 6 digits where the first two are red and the second two are green, we will always be setting the last two to 00 for this guide. 

Here is what hex values control which rows in the colorset. So for example if we change the value in the red channel, values 00 to 77 will control colorsets 1 to 8 and 88 to FF will control colorsets 9 to 16. For the green channel, 00 will tell the material to use row B and FF will tell the material to use row A. 

Row Hex Value
1 00
2 11
3 22
4 33
5 44
6 55
7 66
8 77
9 88
10 99
11 AA
12 BB
13 CC
14 DD
15 EE
16 FF

For example if we set the color to #770000 this would make whatever area of the texture we paint be controlled by colorset row 8B in the material. Whereas if we used the color #77FF00 it would make that area be controlled by 8A.

At the time of writing this. I don't actually understand how colorset rows 9-16 work as they seem to blend the colors different than the first 8 rows. 

Lets start with a texture colored completely with #770000. Save the texture to the _id texture for the gearset/material. This will make the whole gear item change color with colorset 8B. 

c0201e6033_top_id (1) - Copy.png

colorset 8B.gif

NowTo usingcolor different parts of the gear item with different colorset rows, we need to figure out what areas of the texture control different parts of our gear item. For example here is a detailed layout of what the uv map looks like for the hoodie in the gif above. 

image.png

Using this knowledgeinformation we can color different parts of thisthe texture we willand end up with the following setup. 

multicolor_id - Copy.png

AndImporting this texture back into the game over the _id texture, we will get the following control in game that will do this. (reference the UV map above to see how these divisions were determined)material. 

colorset multicolor.gif