Game Character Hub: Portfolio Edition

Game Character Hub: Portfolio Edition

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Import Custom Generator Parts **UPDATED**
By Venjjeance
There are various threads talking about different ways to add custom parts into GCH:PE and even a really helpful steam guide from several years ago before GCH combined MV/MZ generator. Here's an updated guide on how to use the Import feature for adding custom parts (assuming they are already formatted properly)
   
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Preface
So I have RPG Maker DLC parts that Game Character Hub doesn't naturally allow you to just import as part of the newer update containing the "Import RPG Maker resources" option. Or at least, not that I could figure out.

There are various threads talking about different ways to add custom parts into GCH:PE and even a really helpful steam guide from several years ago before GCH combined MV/MZ generator, which definitely is a good alternate method. I took the time to figure out, and wanted to make this updated guide on how to use the "Import resources" feature for adding custom parts (assuming they are already formatted properly) as a native GCH asset that contains Face, Walk, Battler, and Damage parts.
Where To Start
Starting out, under File click "Import resources..."



























We are just going to use the recommonded "2. Import PNG files via a step-by-step guide", so just click "OK"
Making The Selections
Next screen you come to will just be a quick rundown of the process, you can click "Next" past it.

Then we'll select "Import a single item"
















And select "PNG files may have different formats"
















We will want to set up our Item Format's based on these selections






For each spritesheet, we'll use the "New spritesheet" option to make 4 sheets that look like this
















In the Spritesheet purpose dropdown selection I used the following
Name
Purpose
Grid : Pixel
Face
Face
1x1 : 144x144
Walk
Walk
3x4 : 48x48
Battler
Fight
9x6 : 64x64
Damage
Wounded
3x1 : 48x48

For "Color Variations", I generally go with "Do not provide any color variations".
If you want, you could use the other options to set up variations; the "Provide a unique color over all your files" does have an auto generation option to set colorations for you.
















Almost done here. For the Layers screen, you will need to "Add layer" for each spritesheet as you did in the "Item Format" step. I keep the naming the same throughout, so Layer name of "Walk" for the Walk spritesheet. There is also a dropdown where you will need to select which spritesheet to attribute the layer with. This is also where you will select the spritesheet image to import.
















To make sure the item shows up in the correct placement (otherwise you need to move it around after placing); go over to the "Properties" tab and set the "Position"
















Use the table below for what positions GCH utilizes for standard parts
Part
Position
Accessories
16
Front Hair
15
Cloak (Front)
14
Beard
11
Clothing
10
Ears
9
Back Hair
8
Eyebrows
7
Eyes
6
Facial Marks
5
Nose
4
Mouth
3
Face
2
Neck
0
Cloak (Back)
-1


Last thing to do, keep "Import item within item Library" selected, use the "Browse" button just under there to use the internal library browser to navigate to where you want to save and provide a name in the textbox.
















After you're all set hit "OK" to set the selection and name; then hit "Commit".
It will ask "Do you wish to start the import?", click "Yes". Since this is only one item, it'll only take a second. You'll then be prompted to refresh the library, click "Yes", then on the import screen click "Finish" to close out.
Closing Remarks
With that all set and done, you're new generator part is ready to go.










Keep in mind, this process is for doing a single item at a time. If you have a whole roster of generator parts, it could take a bit of time going one by one (including for each gender) if you're trying to get everything in. There are other selections that would allow you to do multiple at a time but I haven't gone through that process to figure out how they work at this point. Nontheless, this should help you get started on getting custom / DLC parts into GCH as native GPFI files for permanent use.
Credits
This has been a guide by