WECCL Documentation Help

👕 Costumes

Adding Costumes

Costumes are added by inserting prefixed image files into ./Assets.

Prefixes

  • arms_elbow_pad

  • arms_flesh

  • arms_glove

  • arms_material

  • arms_wristband

  • body_collar

  • body_flesh_female

  • body_flesh_male

  • body_material

  • body_pattern

  • face_beard

  • face_female

  • face_male

  • face_mask

  • hair_shave

  • hair_texture_solid

  • hair_texture_transparent

  • legs_flesh

  • legs_footwear

  • legs_kneepad

  • legs_laces

  • legs_material

  • legs_pattern

Metadata

Metadata files can be used to add additional information to assets, e.g. skin tone. Metadata files must be named the same as the asset, but with the .meta extension. Example: abc.png and abc.meta. Meta files must be a newline-separated list of key-value pairs in the format key: value (space is optional).
The following keys are supported:

Key

Description

skin_tone

The skin tone of the character. Must be formatted as r,g,b (e.g. 1.0, 0.0, 0.0) or an HTML string (e.g. #FF0000 or red). 1.0, 1.0, 1.0 is the default skin tone (white). 0.75, 0.75, 0.75 and 0.5, 0.45, 0.3 are the two other skin tones used in the vanilla game.

Supported Formats

  • PNG

  • JPG

  • JPEG

  • BMP

  • TGA

  • GIF

Meshes

Meshes work similarly to textures, but require an asset bundle to be created through Unity. For more information on how to create asset bundles, see Creating Asset Bundles. The first submesh will be the one affected by the game's mesh color setting. Others must be set manually in the metadata file.

Prefixes

  • arms_shape

  • body_shape

  • face_headwear

  • face_shape

  • hair_extension

  • hair_hairstyle_solid

  • hair_hairstyle_transparent

  • legs_shape

Metadata

Metadata files can be used to add additional information to meshes, e.g. mesh color. Metadata files must be named the same as the mesh, but with the .meta extension. Example: abc and abc.meta. Meta files must be a newline-separated list of key-value pairs in the format key: value (space is optional). The following keys are supported:

Key

Description

scale

The scale of the mesh. Must be formatted as x,y,z (e.g. 1.0, 1.0, 1.0). 1.0, 1.0, 1.0 is the default scale.

position

The position of the mesh. Must be formatted as x,y,z (e.g. 0.0, 0.0, 0.0). 0.0, 0.0, 0.0 is the default position.

rotation

The rotation of the mesh. Must be formatted as x,y,z (e.g. 0.0, 0.0, 0.0). 0.0, 0.0, 0.0 is the default rotation.

submeshXcolor

The color of submesh X. Must be formatted as r,g,b (e.g. 1,0, 0.0, 0.0) or an HTML string (e.g. #FF0000 or red). Overriding submesh 0 is not supported, as it is affected by the game's mesh color setting.

Last modified: 12 april 2024