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I'm useless with scripting, so I mainly do cosmetic mods for games. I hope to bring in some meshes and textures in the future.
I think it might be better to change the subject of this post to "Editing .CDF Files" since we're modifying the CDF for which CHRs it points to, rather than CHRs themselves. Should help with search engine optimization as the other would be misleading, no?
I'd also recommend Notepad++ (a free, and full featured, code editor) to open the files, then change the language in the language menu to XML so it is much more readable with the color coding.
=========================
.CDF File Contents Start Here
=========================
<!--Note: This code can be pasted straight into a file, if needed; this comment, and other comments, are XML-based and thus won't cause any trouble.-->
<?xml version="1.0" ?>
<!-- Start of character information -->
<CharacterDefinition>
<!-- Which skeleton to apply the materials and meshes to -->
<Model File="characters/female/human/skeleton/skeleton.chr" Material="characters/female/human/skeleton/skeleton"/>
<!-- Start attachments (Components that make up the parts of the character to be rendered -->
<AttachmentList>
<!-- All the pieces go here -->
<!-- Torso -->
<Attachment AName="body" Binding="characters/female/human/body/leatherjacket_leggings/leatherjacket_leggings.chr" BoneName="" Flags="0" Position="0,0,0" Rotation="1,0,0,0" Type="CA_SKIN" Material="characters/female/human/story_characters/maya_torres.mtl"/>
<!-- Leggy bits -->
<Attachment AName="legs" Binding="characters/female/human/legs/leggings/leggings.chr" Material="characters/female/human/legs/leggings/variant/v01.mtl" BoneName="" Flags="0" Position="0,0,0" Rotation="1,0,0,0" Type="CA_SKIN"/>
<!-- The skin for all of the body except the skull and front of the neck.
Note: it looks like the .chr and the .mtl have to be matched properly or they don't render which results in all of your character's skin, except the head, becoming invisible.
Secondary Note: Some of the female torso clothing skins/materials will render extra skin layers onto the character so you may have to roll your own skin for the clothing in order to resolve that issue, as well -->
<Attachment AName="skin" Binding="characters/female/zombie/skin/shortsleeve/skin.chr" Material="characters/female/zombie/skin/shortsleeve/skin.mtl" BoneName="" Flags="0" Position="0,0,0" Rotation="1,0,0,0" Type="CA_SKIN"/>
<!-- The skin for the skull, front of the neck, eyes, and teeth -->
<Attachment AName="head" Binding="characters/female/human/heads/maya_torres/head.chr" BoneName="" Flags="0" Position="0,0,0" Rotation="1,0,0,0" Type="CA_SKIN"/>
<!-- The skin to be applied to the hair mesh -->
<Attachment AName="hair" Binding="characters/female/human/hair/hair06/hair06.chr" BoneName="" Flags="0" Position="0,0,0" Rotation="1,0,0,0" Type="CA_SKIN"/>
<!-- Left eye and right eye in the default models appear to always use one eye in the skin, then grab that region of the skin to be applied to both; so if you want two different colored eyes you'll have to build your own region then modify the odd eye's position data to target it -->
<Attachment AName="eye_left" Binding="" BoneName="eye_left_bone" Flags="0" Position="-0.032982595,0.13186496,1.8033698" Rotation="0.99999988,-3.7252907e-009,8.9406981e-008,0" Type="CA_BONE"/>
<!-- Right eye - see previous entry for notes -->
<Attachment AName="eye_right" Binding="" BoneName="eye_right_bone" Flags="0" Position="0.032982595,0.13186496,1.8033698" Rotation="0.99999988,-3.7252907e-009,8.9406981e-008,0" Type="CA_BONE"/>
</AttachmentList>
<ShapeDeformation COL0="0" COL1="0" COL2="0" COL3="0" COL4="0" COL5="0" COL6="0" COL7="0"/>
</CharacterDefinition>
Thanks for catching the error in the title.
Also thank you for the tip on changing it to xml. I've been using Notepad++, but I didn't of changing it to .xml.
I use a lot of XML codes in my web development since the core pages get ported to RSS-XML when I drop them live - I might as well be reading greek if it isn't color coded, haha.