Jump to content

Change mod costume slot?


Recommended Posts

Of course, you can.

 

Just add work="XXX_COS_nnn" of mod.ini.

 

 

For example, if you want to change Tina's Wedding Dress (COS_010) to default costume(COS_004) slot,

edit as below

 

[General]
type = costume

[Costume]
slot = TIN_COS_004
work = TIN_COS_010

 

This method works on everything (vanilla or mod).

Good Luck!

example.png

Link to comment
13 hours ago, XClockwork said:

Thank you Arvent!

This may be a dumb question, but is there a way to redirect a default costume to a slot that will allow the application the 'breakable' feature to non-breakable costumes? Basically is there a way to add a mod .ini. file to default replacements?

 

Maybe I don't get it perfectly to your question.

I assume you want to semi-permanently change the default costume to other costume(such as other mods?) not to add.

For example like this?

 

aaaa.PNG

(Monkeygigabuster's DOA6 Tamaki Extra Costume Pack. Thank you, Monkeygigabuster!)

 

If it is right, just place the files to right place.

 

 

 

- Meshes (ex : XXX_COS_nnn.g1m ) :

> YOUR_DOA6_DIRECTORY\REDELBE\CharacterEditor\

 

- Textures (ex MPR_Muscle_Character_~~.g1t )

> YOUR_DOA6_DIRECTORY\REDELBE\MaterialEditor\

 

Link to comment

what about changing a costume slot AND making it default? For example, I have Ayane Destructible Deluxe Costume mod which is assigned to COS_003

 

image.png.34537ab8fb9110ce909cc5c1f1ba46f5.png

 

But I want to make it the default costume for COS_007 so that it replaces COS_007. How would I do that? Thanks!

 

Link to comment
On 8/13/2020 at 9:28 AM, sheno1346 said:

what about changing a costume slot AND making it default? For example, I have Ayane Destructible Deluxe Costume mod which is assigned to COS_003

 

image.png.34537ab8fb9110ce909cc5c1f1ba46f5.png

 

But I want to make it the default costume for COS_007 so that it replaces COS_007. How would I do that? Thanks!

 

 

Same method as I wrote.

 

First, rename the files' costume number to the slot number to change.

> In this case, AYA_COS_003~~~.~~~ ==> AYA_COS_007~~~.~~~

 

 

Second, place the files to right place.

 

-Mesh related files (=the files in the "Character" folder. such as .g1m, .grp, ...)

> YOUR_DOA6_DIRECTORY\REDELBE\CharacterEditor

 

-Texture related files (=the files in "Material" folder. such as .g1x, .ktid,  ...)

YOUR_DOA6_DIRECTORY\REDELBE\MaterialEditor\

 

 

 

 

 

However, if you also want to DESTRUCTIBLE fuction, then you should consider the slot.

As I studied so far, not all costumes have chagable function (=destruction).

 

Tested Video same destructible mod with Tina C002, C004 (imgur link)

 

 

Back to Ayane case, if you also want to destructible function, you should choice within 003, 004, 030, 033.

You can check if there's XXX_COS_nnna.~~ files then its slot is supported changable function.

 

 

abc.PNG

Link to comment
On 8/14/2020 at 10:10 AM, sheno1346 said:

Gotcha. Is there a list of which file types are Mesh vs Texture files? Like ".g1m = Mesh", etc. I don't know them.

I also exactly don't know but, I can assume with folder.

 

I assume file type as below.

 

-Mesh related files 

> files which are in CharacterEditor.rdb

> In mods, files which are in Character folder.

 

 

-Texture related files 

> files which are in MaterialEditor.rdb

> In mods, files which are in Material folder.

Link to comment
5 hours ago, arvent said:

I also exactly don't know but, I can assume with folder.

 

I assume file type as below.

 

-Mesh related files 

> files which are in CharacterEditor.rdb

> In mods, files which are in Character folder.

There,

  •  *.g1m is the model file,
  • *.grp is "group" file counting the number of different types of meshes in g1m file.
  • *.ktid is a list of all texture files for this slot
  • *.mtl is the texture index file mapping the texture number used in g1m file to actual file name
  • *.oid / *.oidex is the bone index file
  • *.rigbin unknow
  • *.sid  additional special effect file (*.g1s) list added to Charactor.sid

If the slot is a breakable slot, the set files end with "a" is the broken model files

5 hours ago, arvent said:

 

-Texture related files 

> files which are in MaterialEditor.rdb

> In mods, files which are in Material folder.

There, as I known, may not be true

  • *.ktid   TextureID of texture files
  • *.kts    settings of texture files
  • *_kidsair.g1t  "air" map
  • *_kidsalb.g1t   texture  (diffuse/Albedo map)
  • *_kidsnmh.g1t  normal map
  • *_kidsocc.g1t    occlusion mapocc
  • *_kidsrfr.g1t     specular map
  • *_kidsshl.g1t    gloss map
  • *_kidswtm.g1t  sweaty specular map

 

Link to comment
  • 2 years later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use