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Clothing Item Configuration

WulfMarius edited this page Nov 28, 2018 · 4 revisions

Configures items that can be worn.

Uses all properties of Basic Items

Region

Where the item can be worn, e.h. Head, Feet.

Layer

Most regions offer multiple "slots" on the clothing screen.
Each of these slots represents a Layer. The layers are Base, Mid, Top, Top2.

Examples:

  • Boots are Feet, Top
  • Gloves are Hands, Base
  • Jackets are Chest, Top and Top2
  • Hats are Head, Base and Mid

Textures

The representation on the clothing screen is done with additional textures (images) and not derived from their 3D models!

There are different textures for the female and male clothing model and for damaged and undamage items.
This means there must be 4 additional textures for each clothing item.
The 4 textures must share a basename and be organized in a specific folder structure:

  • ClothingPaperDoll/Male/[main_basename].png (male + undamaged)
  • ClothingPaperDoll/Male/[main_basename]_dmg.png (male + damaged)
  • ClothingPaperDoll/Female/[main_basename]_F.png (female + undamaged)
  • ClothingPaperDoll/Female/[main_basename]_dmg_F.png (female + damaged)

The field Main Texture is to be set to "[main_basename]".

Two additional grayscale textures (one for female, one for male) determine how to blend between the undamaged and damaged textures.
The darker a blend area the less damage is required to render the damaged texture instead of the undamaged one.
White areas will always render the undamaged texture, black areas will always render the damaged area.

  • ClothingPaperDoll/Male/[blend_basename]_M_.png (male)
  • ClothingPaperDoll/Female/[blend_basename]_F_.png (female)

The field Blend Texture is to be set to "[blend_basename]_M_"

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