Texture mod manual

Basic

Textures mods are placed in Mod/ActiveMod. They are consist of png or jp2 texture file and txt text file. For textures index with most of the game basic textures(clothes, bodies, hair, rooms) refer here. In the customizer press Alt-R to refresh item you are editing.

The .txf file

The .txf file that accompanies most items in the game tells the game how to handle the alpha channel. Editing the .txf file will allow transparency in the game. Using notepad NOT word edit the file as follows;

for no transparency the file should read “RGB_888” “Opaque”

for fully transparent/fully visible “RGBA_8888” “AlphaBlend”

for a scale of transparency “RGBA_8888” “AlphaBlend/WriteZ”

(Note that scale of transparency can cause odd colour glitches in certain items)

When you are finished, save the file by the same name as the image you are applying it to but with extension .txf

*the file must be saved as type “All Files” NOT “text documents”*

Clothes Modding

In game clothes and items consist of 2 components, Mesh and texture. The mesh is built in to the game and is the “frame” that a texture sits on. The texture is an image that fits on to the mesh. The name of the image tells the game which mesh it goes on. Modifications can be made to the texture using Photoshop or similar programme.

1.To find the correct texture, right click on an item the model is wearing in the game. This will give you the “game name” for the item you want to edit.

2.Look for the folder with basic tecture with the same name as the “game name”

3.Copy the contents of the folder in to \Mod\ActiveMod

4.Use your preferred image editor to adjust the image how you like, keep in mind the shapes in the image will correspond to different areas of the item in game. A good idea is to number or colour the parts and see where the numbers or colours end up on the item in the game. You can change the image size but this must be done to the power of 2 32×32 can be 64×64, 128×128 and so on.

5.After editing save the image as .png or .jp2 in the active mod folder, DO NOT change the name of the image.

6.in the game press Alt-R to refresh item you are editing.

7.If you are happy save the image (with .txf) file in a new folder in the active mod folder. Your item will now appear at the end of the list of similar items in game.

Certain clothes items “share” textures. This means that editing the “shared” texture in the active mod file will change both items. Saving the edited “shared” texture in a new folder in the active mod folder will result in several new items appearing in game.

Bodies Modding

Bodies(png textures) go to \Mod\ActiveMod in folders.

The structure should be\Mod\ActiveMod\MyNewBody(or any other name)\Female_White_Head.png
You can draw on bodies textures, add make-up, details etc in programs like photoshop.

You don't need to put all bodies textures, only the ones you changed(for example only Female_White_Hand.png) - all other would be game's default.

Transparency is not applicable to bodies, so you don't need txt files with them.

Hair modding

Hair(png textures) go to \Mod\ActiveMod in folders.

the structure should be \Mod\ActiveMod\MyNewBody(or any other name)\hair01_style01_blond.png

The hair you are editing will appear at the end of the list of hair in game. You may need to change hair type(1 or 2).

You can draw on hair textures, retexture it to give more natural look, delete parts of it, etc in programs like photoshop.

Hair at default have transparency, so you don't need txt files with them.

Some hair have white or black mesh under it you can't delete.

Room Modding

Rooms(png textures and txt files) go to \Mod\ActiveMod in folders.

the structure should be \Mod\ActiveMod\MyNewBath(or whatever)\Room_Bath_basin.png

\Mod\ActiveMod\MyNewBath(or whatever)\Room_Bath_basin.txt etc

To enter room you are editing search for it in room selector ingame(after pressing change location). It should have the same name as its folder. In our case “Bathroom(MyNewBath)”

You can draw on room textures, recolour, etc in programs like photoshop.

You don't need to put all rooms textures, only the ones you changed - all other would be game's default.

Transparency is fully applicable to rooms. By setting transparency and deleting everything in texture(NOT TEXTURE FILE) you can get rid of room parts.For example, blank tree texture = tree not visible.

Quick .png export

You will have to export to a .png file every time you wants to test how your skin texture works out. If you prefer to work at a higher resolution than your final skin texture, you will also have to size it down every time you export as a .png file. Having to do this over and over is rather tedious.

If you work in Adobe Photoshop, the script below might help you speed up your workflow. It will export the active document as a sized-down .png file at a specified file location. The name of the file will be the same as the one you are working on. So if you work on a file called Male_White_Body.psd, it will be exported as Male_White_Body.png

You can specify how where to save and how much to size it down, by changing the parameters of savePngHere and finalSizeInPercent. (IMPORTANT: Do this BEFORE you execute the script for the first time. Your prefered settings are most likely different from mine.)

To get the script, save the text in the box below as text file. Name the file png-export.jsx

After changing savePngHere and FinalsizeInPercent, it is time to execute the script from Photoshop. Do this by going to File>Scripts>Browse … and locating the file.

Okay, you should now have tested the script, and it did what it was supposed to. Now perform these steps once:

  1. Open the Action Palette in Photoshop. Create a new action.
  2. While the action is recording, run this script.
  3. Stop the recording and apply a shortcut to the action.

From now on, you can now run the script with the shortcut.

#target Photoshop


 /*  SETTINGS */

// Select the folder to save your .png to:
target = "/C/Portable/3D SexVilla 2 - Everlust/Mod/ActiveMod/testModel/"

// Select the percentage you want to size down your .png:
finalSizeInPercent = 50;

// Select true to enable transparency
// Select false to disable transparency
saveTransparency = true;


////// function to save as png //////
function savePNG (myDocument, docPath, basename) {
	// weboptions;
	var webOptions = new ExportOptionsSaveForWeb();
	webOptions.format = SaveDocumentType.PNG;
	webOptions.PNG8 = false;
	webOptions.transparency = saveTransparency;
	webOptions.interlaced = 0;
	webOptions.includeProfile = false;
	webOptions.optimized = true;
	webOptions.quality = 100;
	myDocument.exportDocument(new File(docPath+"/"+basename+".png"), ExportType.SAVEFORWEB, webOptions);
};

docRef = app.activeDocument;
nameX = docRef.name.split(".");
nameX = nameX[0];
docRef2 = docRef.duplicate(nameX);
docRef2.mergeVisibleLayers();
docRef2.channels.removeAll();

var x = (docRef2.width.value / 100) * finalSizeInPercent;
var y = (docRef2.height.value / 100) * finalSizeInPercent;
docRef2.resizeImage(x, y, null, ResampleMethod.BICUBIC); // size the stuff down

savePNG (docRef2, target, nameX);

docRef2.close(SaveOptions.DONOTSAVECHANGES);
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