﻿###################
#	Texture sets	#
##################

pattern_textures = {
	name = "byzantine_era2_medium_trim_01"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_medium_trim_01_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_medium_trim_01_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_medium_trim_01_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_big_trim"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_big_trim_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_big_trim_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_big_trim_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_mix_trim"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_mix_trim_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_mix_trim_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_mix_trim_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_brocade_01"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_01_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_01_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_01_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_brocade_02"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_02_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_02_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_02_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_brocade_03"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_03_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_03_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_03_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_brocade_04"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_04_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_04_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_era2_brocade_04_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_imperial_trim_01"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_01_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_01_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_01_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_imperial_trim_02"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_02_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_02_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_02_properties.dds"
}

pattern_textures = {
	name = "ep3_byzantine_era2_imperial_trim_03"
	colormask	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_03_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_03_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/patterns/ep3/ep3_byzantine_imperial_trim_03_properties.dds"
}



##################
#	Layouts		#
##################

pattern_layout = {
	name = "ep3_brocade_layout"	
	scale 		= { min = 0.12	max = 0.12 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0.15	max = 0.15 }    y = { min = 0.9	max = 0.9 } } 
}

pattern_layout = {
	name = "ep3_medium_trim_layout_01"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0	max = 0 } } 
}

pattern_layout = {
	name = "ep3_medium_trim_layout_02"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.25	max = 0.25 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_01"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0	max = 0 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_02"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.125	max = 0.125 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_03"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.25	max = 0.25 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_04"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.375	max = 0.375 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_05"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.5	max = 0.5 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_06"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.625	max = 0.625 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_07"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.75	max = 0.75 } } 
}

pattern_layout = {
	name = "ep3_small_trim_layout_08"	
	scale 		= { min = 0.25	max = 0.25 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0.875	max = 0.875 } } 
}

pattern_layout = {
	name = "big_trim_layout_01"	
	scale 		= { min = 0.17	max = 0.17 }
	rotation 	= { min = 0	max = 0 }	
	offset 		= { x = { min = 0	max = 0 }    y = { min = 0	max = 0 } } 
}

###################
#	Variations		#
##################

variation = {
	name = "male_clothes_ep3_byzantine_era2_nobility_01_low"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_low_01.dds" }	
}

variation = {
	name = "male_clothes_ep3_byzantine_era2_nobility_01_high"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_04"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "western_linen_plain_01" 		layout = "ep3_medium_trim_layout_01" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_high_01.dds" }	
}

variation = {
	name = "male_clothes_ep3_byzantine_era2_nobility_02_low"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_low_01.dds" }	
}

variation = {
	name = "male_clothes_ep3_byzantine_era2_nobility_02_high"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_04"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_high_01.dds" }	
}

variation = {
	name = "female_clothes_ep3_byzantine_era2_nobility_01_low"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_03" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_low_01.dds" }	
}

variation = {
	name = "female_clothes_ep3_byzantine_era2_nobility_01_high"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_03" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_04"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_high_01.dds" }	
}

variation = {
	name = "female_clothes_ep3_byzantine_era2_nobility_03_low"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_03" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"	layout = "plain_fabric_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout_01" }
		b = { textures = "byzantine_era2_medium_trim_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_low_01.dds" }	
}

variation = {
	name = "female_clothes_ep3_byzantine_era2_nobility_03_high"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "western_silk_plain_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_01" }
		b = { textures = "western_silk_plain_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_big_trim" 	layout = "ep3_medium_trim_layout_03" }
		b = { textures = "western_silk_plain_01"	layout = "ep3_medium_trim_layout_01" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_04"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_02" 	layout = "plain_fabric_layout_01" }
		b = { textures = "western_silk_plain_01"	layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_nobility_high_01.dds" }	
}

variation = {
	name = "ep3_byzantine_era1_imperial_01"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era1_brocade_02"			layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era1_brocade_03" 			layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_imperial_trim_01" 		layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"		layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era1_brocade_01"			layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era1_brocade_03" 			layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_imperial_trim_01" 		layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"		layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era1_brocade_04"			layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era1_brocade_03" 			layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_imperial_trim_02" 		layout = "ep3_medium_trim_layout_02" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"		layout = "ep3_medium_trim_layout_02" }
	}

		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_imperial_01.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_imperial_02"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_03" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_04"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_01" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}


		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_imperial_02.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_royalty_01"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_silk_plain_01"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_silk_plain_01"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_03" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}

		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_era2_royalty_01.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_imperial_02_headgear"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_01" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_03"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_03" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_01"		layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_imperial_trim_03" 	layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_04" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_imperial_02_headgear.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_war_nobility_01"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"	layout = "ep3_brocade_layout" }
		g = { textures = "ep3_byzantine_era2_brocade_01" 			layout = "ep3_brocade_layout" }
		b = { textures = "byzantine_era2_medium_trim_01" 		layout = "ep3_medium_trim_layout_02" }
		a = { textures = "western_leather_plain_01"			layout = "ep3_brocade_layout" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_war_nobility_low_01.dds" }	
}

variation = {
	name = "male_headgear_ep3_byzantine_era2_nobility_01"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"		layout = "plain_fabric_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_01" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"		layout = "plain_fabric_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_02" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"		layout = "plain_fabric_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_03" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"		layout = "plain_fabric_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era1_small_trim_01" 		layout = "ep3_small_trim_layout_04" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 4
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_01"		layout = "plain_fabric_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "western_silk_plain_01" 		layout = "ep3_small_trim_layout_04" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_headgear_era2_nobility_low_01.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_imperial_01_legwear"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "ep3_byzantine_era2_brocade_02"		layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_01" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_silk_plain_01"		layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep3_byzantine_imperial_legwear_01.dds" }	
}

variation = {
	name = "ep3_byzantine_era2_war_nobility_01_low_legwear"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_02"				layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_mix_trim" 			layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_silk_plain_01"		layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep2_western_war_low_nobility_01.dds" }	# Unop: was using color_palette_ep2_western_war_high_nobility_01
}

variation = {
	name = "ep3_byzantine_era2_war_nobility_01_high_legwear"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_02"		layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_mix_trim" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_01"	layout = "ep3_medium_trim_layout_02" }
	}

	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_silk_plain_01"				layout = "ep3_brocade_layout" } # Unop: Was referencing western_wool_plain_02
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "ep3_byzantine_era2_brocade_02" 		layout = "ep3_brocade_layout" }
		a = { textures = "ep3_byzantine_era2_imperial_trim_02"	layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep2_western_war_high_nobility_01.dds" }	
}

variation = {
	name = "ep3_byzantine_nobility_01_legwear"
	
	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	
	pattern = { 
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "western_wool_plain_02"				layout = "ep3_brocade_layout" }
		g = { textures = "leather_plain_01" 					layout = "ep3_brocade_layout" }
		b = { textures = "western_wool_plain_02" 				layout = "ep3_brocade_layout" }
		a = { textures = "western_wool_plain_02"				layout = "ep3_medium_trim_layout_02" }
	}
		
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/color_palette_ep2_western_war_high_nobility_01.dds" }	
}


