Welcome Guest [Log In] [Register]

Viewing Single Post From: SFV - Modding Discussion Thread
moddah
Member Avatar

I think you missed my last 2 posts about color customization: capcom did it the same way in SFxT.
http://w11.zetaboards.com/SFxT_Mods/single/?p=8267466&t=11540300 here I explained that colors in the mask files are irrelevant (but black and white) and the layers are linked to customizecolor0,1 & 2 parameters.
http://w11.zetaboards.com/SFxT_Mods/single/?p=8267540&t=11540300 here I show that material files order is important as it's listed in the data for each parts (partnames are irrelevant, you can edit them to whatever you want -as long as it's the right length- it will still load colors in game).
@4FD: 00 (material file: 00 is the 1st)


edit: here I'll show it on a more complex part
Posted Image
@6B2: 02 (in blue) = number of material files that the customization will apply on.

@6CE: 00 (in red) = 1st material file: 00=the first one in order (CM_A45_01_E00_Skin.uasset)
@6EA: 08 = "CustomizeColor1" in the nametable: the mask layer used for customization is Green

@712: 05 (in green) = 2nd material file: 05=the 6th one in order (CM_A45_01_E05_Eyelash.uasset)
@72E: 08 = "CustomizeColor1" in the nametable: the mask layer used for customization is Green

the "hair" part is used for color customization of hairs (from the skin material) + eyelashes (from the eyelash material)

COLOR texture|MASK Green layer:
Posted Image
White allows customization / Black doesn't, so the hairs use the same material file as the skin but using different layers on the MASK file let capcom use separate customizations on the same material.
Edited by moddah, Mar 9 2016, 10:56 PM.
Offline Profile Quote Post
SFV - Modding Discussion Thread · Modding Questions and Discussions