Difference between revisions of "Create duplicate Shirts"
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Clothing Copy Tutorial | Clothing Copy Tutorial | ||
− | This tutorial describes how to make a copy of an original clothing item under a new name. From there you can turn it into a new clothing item by simply replacing the textures for the copy. '''This is old information and may or may not work with certain newer versions of Uru.''' | + | This tutorial describes how to make a copy of an original clothing item under a new name. From there you can turn it into a new clothing item by simply replacing the textures for the copy. '''''This is old information and may or may not work with certain newer versions of Uru or newer versions of tools.''''' |
Note: Using this method the new object will inherit all properties of the original. So you probably don't want to use any internal items. | Note: Using this method the new object will inherit all properties of the original. So you probably don't want to use any internal items. |
Latest revision as of 20:21, 5 April 2010
Clothing Copy Tutorial
This tutorial describes how to make a copy of an original clothing item under a new name. From there you can turn it into a new clothing item by simply replacing the textures for the copy. This is old information and may or may not work with certain newer versions of Uru or newer versions of tools.
Note: Using this method the new object will inherit all properties of the original. So you probably don't want to use any internal items.
Export original Clothing Item
1. Open PRP Explorer. 2. Go to ClothingItem. 3. Right-click the item to modify and choose export. 3. Go to MipMap. 4. Export the mipmaps associated with the clothing item. In most cases you will not need to modify all associated mipmaps. The important ones are "icon" and "base". If the item has "tint" mipmaps you will need those too (but it all depends on what you want to edit). 5. Right-click the mipmaps and choose Export - NOT Export Image!
Edit exported objects
Step A. Clothing Item:
1. Use an hex editor that can invert bits (for example WinHex). 2. Open the ClothingItem uof file. 3. Invert the whole file. You will see some readable names appear. 4. Change the first two references for the name of this object. Make sure your new name is exactly the same length as the old name! 5. Find the names of the mipmaps you are going to modify and change these. Again you must keep their names the same length. 6. Replace the item description with a description of the same length. 7. Invert the file back and save.
Step B. Mipmaps:
1. Use an hex editor that can invert bits (for example WinHex) 2. Open the Mipmap uof file. 3. Invert the whole file. You will see some readable names appear. 4. Change the first reference for the name of this object. Use the name you gave this mipmap in Step A.
Import edited objects
1. Return to prp explorer. 2. Right-click the prp file and choose import object. 3. Import the edited uof files. 4. Go to SceneNode, properties (or double-click). 5. Under Additional Objects, hit the button Add Ref. This will create an empty reference at the bottom. 6. Click the empty reference and browse to the new ClothingItem. 7. Apply.
[edit]
Changing length of strings
The above method works if you keep all strings at their original length. Sometimes however it is necessary to change the string length or add/remove strings.
Most of the strings in a prp are stored like this:
* byte - length * byte - flag // 0xF0 if the string is inverted. * char - theString[length]
For example 07 F0 AB 9A 8C 8B 96 91 98
* 07 - string is 7 characters long. * F0 - the string is inverted. * The actual string data follows.