Post by 50percentjoe on Oct 2, 2014 12:24:35 GMT -5
So I don't have a huge amount of time to post this, but creating a clothing entry is possible.
This is basically how a new clothing item looks. This is for me attempting to make Chris Redfield's outfit a new entry. We're gonna do this is the episode_1.bin file.
Now you're probably wondering, how do I get said unique item entries? Because that's literally the most important part.
That's basically the biggest hurdle, from there you just need to make sure label your clothing models accordingly. All of Nick's items must read as such:
I am in a wee hurry to get to work, but hopefully this at least gets some of your started.
This is basically how a new clothing item looks. This is for me attempting to make Chris Redfield's outfit a new entry. We're gonna do this is the episode_1.bin file.
cChestItem 982084216 {
< This have to be unique.
Key = "982084216"
< This has to match the above labeling.
ClothingAssetFilename = "dlc\\chest_dlc_redfield"
EmoteState = "@1854920246"
ActionTaskDef = "@'clothing_emote_task'"
DisplayName = "'IDS_CLOTHING_ARMED_POLICE_CHEST'" //Tactical Vest
Description = "'IDS_CLOTHING_DESC_SPECOPS_CHEST'" //Standard issue tactical vest.
SlotsTaken = "CLOTHINGSLOT_CHEST"
AudioEmote = "3169672475"
ChestFoleyType = "TORSO_ARMY_GEAR"
}
cLegsItem 1311534190 {
Key = "1311534190"
ClothingAssetFilename = "dlc\\legs_dlc_redfield"
EmoteState = "@2485862666"
ActionTaskDef = "@'clothing_emote_task'"
DisplayName = "'IDS_CLOTHING_ARMED_POLICE_PANTS'" //Tactical Pants
Description = "'IDS_CLOTHING_DESC_SWAT_LEG'" //Standard issue tactical police pants.
SlotsTaken = "CLOTHINGSLOT_LEGS"
AudioEmote = "3169672475"
CoversShin = "false"
LegsFoleyType = "LEG_ARMY_GEAR"
}
cOutfitItem 3237149804 {
Key = "3237149804"
ClothingItems = [
"@982084216"
< Chest
"@1311534190"
< Legs
"@4281588662"
< Feet
"@4281588662"
< ?
"@4281588662"
< ?
"@4281588662"
< Hat
"@4281588662"
< ?
]
LinkedSlots = ""
OutfitAssetFilename = "dlc\\outfit_redfield"
EmoteState = "@0"
ActionTaskDef = "@0"
UniqueID = "19"
< Also needs to be unique, still figuring out the limit. Can conflict in minor ways.
DisplayName = "'IDS_DISPLAY_NAME_SPECOPS_OUTFIT'" //Special Ops Outfit
AudioEmote = "1074606828"
Description = "'IDS_DLC_EP1_CLOTHING_DESC_HEMLOCK_OUTFIT'" //Command respect from the troops with Hemlock's Outfit.
ShowInLocker = "true"
DLCFlag = "EPISODE_1"
< This flags it as DLC and gives you the item by default.
}
Now you're probably wondering, how do I get said unique item entries? Because that's literally the most important part.
cChestItem 982084216
Now how did I get this? Well first lets retype it! Well I mean copy the entire chest entry and add a new "cChestItem" part.
cChestItem ChestRedfield
Now using the bin tool, repack your episode_1.bin. After you've packed it, go ahead and unpack it, that should convert the ID into numbers, unique numbers!
That's basically the biggest hurdle, from there you just need to make sure label your clothing models accordingly. All of Nick's items must read as such:
Slot_Descript_m0
Which is why the Redfield vest is
Chest_dlc_Redfield_m0.big
Chest_dlc_Redfield_m0.tex
The m0 specifies that Nick will use this model.
I am in a wee hurry to get to work, but hopefully this at least gets some of your started.