This just requires Blender and the add-on to import and export models.
First import the model into blender (load the DAE if there's a choice since the GR2 could break)

Check the number of vertices the model has. If you get instant crash to desktop after equipping it, it's probably because there are too many vertices in the cloth-enabled model. You can check this by toggling Statistics:

It'll show up in the top left. You'll want the cloth enabled model to have fewer than 10k vertices. If there are more, you'll want to split the part you want cloth to be enabled off into a separate object. You can do this by selecting vertices in edit mode then pressing P.

Here, the bottom skirt is split off and is the one with cloth physics enabled. To actually enable cloth physics, first check the Cloth box under BG3 Settings of the orange tab on the right menu:

You then need to vertex paint (enter it by pressing control + tab). First paint all vertices black (0,0,0), then make certain parts red. Every vertex of this blender object must have a vertex color between (0,0,0) black and (1,0,0) red. The more red, the more that part will stretch and be cloth-like (the grey part below is from a different object):

Export as GR2 as usual. Then in the VisualBank definition, you don't actually need to define cloth parameters or a cloth proxy. AFAIK, the game will always use default values for those and ignore whatever you put. What may be important is the material you use as that affects how the game will interpret shader colors. I'm not sure about all the shaders that work, but I use
<attribute id="MaterialType" type="uint8" value="13" />
<attribute id="Name" type="LSString" value="LI_Sharess_Nightsong" />
<attribute id="SourceFile" type="LSString" value="Public/Shared/Assets/Materials/Characters/CHAR_BASE_AlphaTest_VertCut_VT.lsf" />
16 comments
On topic, would you happen to know what causes even vanilla armors after being exported through blender to break due to having the cloth modifier?
This is without editing the mesh, just exporting it and I checked the vertex paint and number of verticles which both look fine by your parameters.
If I just import &export it turns into a massive jumbled mess, but if I take off the cloth physics tag it suddenly turns into a visible grey mesh.. I'm really at my wit's end with how people preserve physics on armor when editing it
Data\Public\%Mod%\Content\Assets\Characters\%Race%\[PAK]_%Gender%Body-type%_Armor\_merged.lsf
I'm using and replacing with a loose file an outfit that already exists in the game, so it doesn't seem like I need to create a separate material.
Maybe it's because I'm importing a .GR2 model? I just didn't understand where I could get the original .DAE.
They have a "cloth" checkbox and an all-red vertex paint. I tried to change the parameters to "cloth + cloth physics / cloth physics / none", but it didn't help. I also tried to paint them in full color of 0,0,0 vertex paint: it helps, but deprives the cloth of physics.
If you want to try to fix this, you can use HUM_F_ARM_Barbarian_A_Pants as a sample.
This does throw out the material orders, though, so those then need to be checked to see they've not had a negative effect on them.
You just have to assign the texture to each Object within the mesh. For example, if you had a mesh which originally consisted of only one Object but you split that one Object into two, it could look something like this:
(in Data\Public\%Mod%\Content\Assets\Characters\%Race%\[PAK]_%Gender%Body-type%_Armor\_merged.lsf)
...
<node id="Objects">
<attribute id="LOD" type="uint8" value="0" />
<attribute id="MaterialID" type="FixedString" value="UUID" /> Any base-game or custom texture.
<attribute id="ObjectID" type="FixedString" value="%R%_%G%_ARM_%blah%_%Slot%.%R%_%G%_ARM_%blah%_%ObjectOne%.0" />
</node>
<node id="Objects">
<attribute id="LOD" type="uint8" value="0" />
<attribute id="MaterialID" type="FixedString" value="UUID" /> Any base-game or custom texture.
<attribute id="ObjectID" type="FixedString" value="%R%_%G%_ARM_%blah%_%Slot%.%R%_%G%_ARM_%blah%_%ObjectTwo%.1" />
</node>
<node id="Objects">
<attribute id="LOD" type="uint8" value="1" />
<attribute id="MaterialID" type="FixedString" value="UUID" /> Any base-game or custom texture.
<attribute id="ObjectID" type="FixedString" value="%R%_%G%_ARM_%blah%_%Slot%.%R%_%G%_ARM_%blah%_%ObjectOne%_LOD1.2" />
</node>
<node id="Objects">
<attribute id="LOD" type="uint8" value="1" />
<attribute id="MaterialID" type="FixedString" value="UUID" /> Any base-game or custom texture.
<attribute id="ObjectID" type="FixedString" value="%R%_%G%_ARM_%blah%_%Slot%.%R%_%G%_ARM_%blah%_%ObjectTwo%_LOD1.3" />
</node>
...
Something like that works. The order you list them in will depend on the load-order you set in Blender, of course.
If that's not the grey texture you're referring to, then I'd check your UV maps in Blender for the Object in question. It could have gotten a little messed up when the 2nd Object was created.
EDIT: Code-block options, without a horizontal scroll-bar, are freakin' useless. How is this our reality? On a site dedicated to mods (IE: code) why the hell does it still word-wrap when you use the code-block!? *deep-breaths* ~_~
Data\Public\Shared\Content\Assets\Characters\%Race%\[PAK]_%Gender%Body-type%_Armor\_merged.lsf
An item's default "color channels" (undyed) are set in its RootTemplate\_merged.lsf entry, which both establishes the item and calls on the above-mentioned files.
Either way, you certainly can utilize base-game textures and colors, without ever needing to open PhotoShop or GIMP.