#Some questions about doing skins to help me make my skinmod
40 messages · Page 1 of 1 (latest)
You can change color, and you can add a sprite that overlaps where you expect hair to end up being, and I believe you can edit the bangs to some extent
But hair is generally rendered in-game
A bunch of progressively smaller circles
Yeah, but I need these 3 pixels to be colored in current hair color. For example when I have 1 dash they are yellow and when I have 0 dashes pixels are green (like the hair)
(Showing on my phone cause I'm not on my pc rn)
If it’s the same as the hair color I would guess you can edit the bangs texture to also cover that space? I’m admittedly not very confident at all with skinmodding
Bangs are ending 1 pixel below this "dorito hair chip"
Dang. I don’t have any better answers sadly. Dw someone who knows what they’re talking about will most certainly be along
Well then we'll just wait for someone. Thanks
Btw I'm gonna try extending bangs texture
pretty sure you can just resize the texture and edit the offsets in the sprites.xml to account for that
HAHAHAHAH forgot to change offset
But still it works so, thank you!
Please tell me what to do with line hair="0,-2|-1,-2:1|-1,-2:2|-1,-2:2|-1,-2:2|-1,-1:2|-1,-1:2|-1,-1:2|-1,-1:1|-1,-1:1|-1,-1|0,-1|0,-1"/> I need to increase height for 3 pixels but how I need to edit the -2:1?
the format is like so:
<frame 0 offset>|<frame 1 offset>|...|is the frame separator- if there's less frame offsets than there are animation frames, the hair will disappear on the frames where no offsets are defined
<offset>is<x>,<y>:<bangs frame>, or a literalxto denote "no hair"- where:
xis the horizontal offset (+ is right, - is left)yis the vertical offset (+ is up, - is down)bangs frameis.. the bangs frame - if unspecified it will default to0
- where:
so to move the bangs up 3 pixels you just edit all the y offsets, subtracting 3 from them
@dawn swallow
There is also another way ehich is using an everest-provided meta file for changing properties of images.
Create a file named bangs00.meta.yaml and inside it type Y: -3. That should offset the image up by 3 pixels. This is also better than the xml based approach since this doesn't change the offset of the flowy part of the hair. Then do this to the other 2 bangs files too.
Afaik the meta.yaml files aren't really meant to be used but this is a rare case where I say they're useful. I guess bangs offsets are a thing that could be added to smh+.
@serene wing Currently there's no officially good way to change the offset of the bangs textures. Perhaps adding something like bangsOffset: 0,0 into hairConfig.yaml is a good idea.
Actually I did it with Snip's way and it fully works, chip is on the head. What about flowy part I don't think I need it to be in original position.
I have new question: I need the flowy part be less wide. Other words I need to decrease it's width (something by 1 pixel by each side). So how to do it?
Also, can I move the flowy hair part?
Makes sense, I'll do it
It moves along your bangs texture if you change the position in the xml
Damn it
You can just shave off one pixel from the hair00.png. If you want a ponytail with more controlled width you can set the hair scale in the hairConfig.yaml. Reference smh+ documentation.
That's why I suggested the meta.yaml thing. Or just wait until AAA adds the feature in.
Thanks.
I should've suggested this a year ago lol.
Hmm, where can I get the smh+ documentation? In my template I have standard hairconfig with two settings
For changing the scale replace the haircolors with something like. Not on computer so can't check if this is correct.
HairAttrWithDashes:
- Dashes: 0
Color: "9B3FB5"
Length: 5
Scale: 1,0.25
- Dashes: 1
Color: "FF3F25"
Length: 5
Scale: 1,0.25
The template is using an old format. I really need to update it.
So I change the Haircolors line with that, right?
Thanks
I mean this
HairColors:
- Dashes: 0
Color: "84232D" - Dashes: 1
Color: "EDC13D" - Dashes: 2
Color: "56D15A"
Yep
Alright, thank you very much