![]() ![]() menu this time (you can use the more classic editor) End result is like this (only the bottom part, DO NOT delete what's above).Now we just have to replicate this to each part we’re interested in (each time there’s hairF mentioned).UNDER_HAIR because it is the one most commonly used of course you can use any of the other choices テクスチャ変更 hairFđ _MainTex *_mugen.tex UNDER_HAIRġ is the number of you new material (start counting from 0 at the top of the list in blender) In our example we want to add a second color to the new material we made, le new line will be.HAIR The color to apply (HAIR for standard Hair free color, UNDER_HAIR for pubic hair color, EYE_R/L right/left eye color, SKIN, NIPPLE, EYE_BROW, MATSUGE (Gp01fb only!)) *_mugen.tex The texture name, * is replaced by the model name (now you understand why we named our textures that way) _MainTex What texture is supposed to be change ![]() HairF The affected part (in this case Front hair)Ġ The material number (important for later) Let’s take the first line for example and decipher it Just use that if you have slight color changes to make Any lines starting with “color” can be safely ignored.setumei: description for the tooltip in game ![]() icons: can be any picture of 80x80 pixel (can be more or less but square is ideal) priority can be left as is, it’s the order for menu selection, 0 being on top 9999 the very bottom Separation between elements are tabulations not spaces, any error in this and you won’t be able to convert back to. Let review some important things about.Using menu←→txt Converter.exe, convert your nu to txt.It’s rather daunting at first but very easy once understood. The game only stores One haircolor for each maid, so don’t think of making one for front hair one for back and combining them in game. The more complex your hairdo will be the more you’ll want a dedicated nu If you name it i_haircolor*.menu it will appear on nearly every hair in the game but since they don’t have two colors they are likely to give an error when selected Grab your _i_haircolor_nu and rename it to your liking. Since no original haircolor supports two colored hair we have to make our own. Switch back to object mode (tab key), File -> Export > CM3D2 model (.model)ĬM and COM use nu to apply texture and color to your hair, that’s the colored/free icons you see when you select an hair. Once you’re satisfied, export your work.You can check which part of the hair is assigned to each material, by unselecting everything key A and clicking on select (next to assign) for the corresponding material. You can do that as many times as you want.Ĭheck every side of the strand as, every part not selected keep the original color. Once done select the second material on the right and press Assign.Select the faces you want (you can hover your mouse over the strand you want and press L for faster selection).Switch to edit mode (Tab key) and face select.Now comes the fun part where you actually select what part of your hair you want the second color on.Rename the second material for clarity sake.Some hair can have multiple material already, for accessories most of the times.To make thing even simpler, let us create the new material by simply copy/paste this one.Optional, it is the material name, can be whatever you like.Select material tab (right side of blender UI).Let us change the texture info so that it uses our newly renamed textures.model in blender: File -> import -> CM3D2 model (.model) Since in COM and CM hair only use one material, we need to add a new one to apply our second color.ĭon’t worry, as far as blender goes it’s very simple.Failure to do so will result in error later down the line.Move everything in a new folder and rename your model and menu so it do not overwrite the originals.You can extract model from the game using Sybaris Arc Editor, or simply grab the model if it’s a mod.I will not go over installing CM3D2 converter for blender, you’ll find tuto on discord or on the plugi's github. ![]()
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