Does the Skin Tool work in the Character creator as well? Or just in "game"?
Works ingame n studio havent tested creator ill do that next.
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Does the Skin Tool work in the Character creator as well? Or just in "game"?
@alexae
Thanks for your great work.
Debug seems to work only with overlay mode, and I found that I can actually restore the original texture color in such mode without pre-processing the texture.
hey plasticmind, your texture editing skills are far superior from mine, so, it's possible to convert the skins from sbpr to a color similar to that one alexae made for skintexmod? i've lost some of my work and if it was possible to convert from my previous mod it would be awesome for me :\
debug ignores injecting method and thats normal for it to change after you change the color in the maker. everytime you slide on the color area its constantly updating the texture+color.@alexae
Thanks for your great work.
Debug seems to work only with overlay mode, if you change the color in chara maker the skin will change back to vanilla skin.
is it possible to link to external material/texture instead of using it locally? i read the "Small excursion about external materials and textures" but nothing about linking it to the material file.
There are two different cases. The easier case first. If an external material is already referenced then you would simply double click another in the same file and "Update" or reopen your Animator. The double click loads the Material (because of the preview Textures are loaded by a single click). All loaded resources from that file will be available in dropboxes where you can select them.
If the files are not already linked through any asset then you need to let Sb3UGS create such a reference (which Sb3UGS will never delete). One way to do this would be to "Mark for Copying" / "Paste all Marked" an asset which references that file, e.g. a (Skinned)MeshRenderer with an external Material, or a Material with an external Texture or Shader respectively. But I have to admit that this is very inconvenient and I must create an easier way.
thx, will have to test it out. just wanted to know mainly for space saving purposes.
on another note:
Since modders can now put their all their mods in their own folders and the game using a limited listing can I make a suggest.
Add a textfile (or log) of all the slots being used by each mod. This way other modders can quickly look in your folder to see which slot is already taken.
This is the format I'm currently using: FILENAME - SlotID(Top/Shoe/Tattoo/Face/etc..[M or F], Bottom/Bra/etc..,ACCESSORY).txt
example: cm_MyMod - 999(Top[F],Pantyhose,Glass) - 500-505(Shoe[F]).txt
this shows mod have a female outfit top, pantyhose & glasses accessory in slots 999 in those categories and also 6 female shoes in other slots.
this is the shortest/quickest way to see whats in your mod file without having to open it in sb3u and reading each textasset to see which slot holds what. I've seen that roy12 recently been adding slot id to his release post, great, but still have to search thru release thread if you have a conflicting slot.
Can anyone please help me with the GGmod (heels), for some reason all the heels shoes are flat, This is the only mod i cant get to work (using many other plugins), any idea anyone ?
SBPR Shader | Alpha-Glossy | Alpha Test-Glossy | Alpha-VetexLit | Base-Trans | Marmoset Bumped Diffuse IBL | Marmoset Diffuse IBL | Marmoset Diffuse IBL Alpha Test | Marmoset Specular Glow IBL | Marmoset Specular IBL | Wave-Trans |
HS Shader | ??? | ??? | ??? | ??? | ??? | ??? | ??? | ??? | ??? | ??? |
Accessories are deformed by gravity (DynamicBone MB) only or are not deformed. This doesn't allow clothes which need to be deformed by the character's animation (except for the position and orientation where they are attached to).
I doubt that shoes could be combined from parts. This would require to be able to select several shoes per character and state.
@ramoram:
Unity5 doesn't have a bunch of shaders. You will nearly always use one. The material attributes control the different looks.