The Killing Antidote

The Killing Antidote

Jodi's Workshop
Costumes, makeup, challenge maps, what else.
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JohnnySUN  [developer] 2 10 Feb @ 1:08am
Hairstyle Mod 发型 Mod 制作
1 Create a folder with a complex name (to avoid being the same as other Mods) under the Mod path in the sample project, and store all the resources we made in this folder.

2 Model the hair
Use the traditional mesh method to make hair model, we won't introduce the specific method here.

3 Material Texture
See the model in the example project path Mod / TKA_Workshop_HairSample, and the materials and textures in the subfolder Material.
The parent material of the material example is M_Hair_Master and the path is Ariana_P2 / Materials / Bodies / Hairs.
The material requires 4 Grayscale textures for Alpha, Depth, Id, and Root, as described in the tutorial.
The hairstyle uses fabric physics to achieve the floating effect, in order to avoid molding with the character's body, you need to add PhysicsAsset.

4 Packing the Mod
The following files are required in your mod folder
4.1 TKA_Mod_Table
Like all TKA mods, this table file contains only one row of data, filled with your own mod name and description. the Tables field must contain a value: Hairstyle, which indicates that the mod contains a hairstyle.
4.2 Mod_HairstyleTable
A row of data in this table is a hairstyle.
4.2.1 In order to avoid the RowName to be the same as other hairstyles, you need to add your prefix to the RowName of each hairstyle.
4.2.2 Icon is the icon that the hairstyle will display in the interface. You need to create a 256x256px image for each hairstyle.
4.2.3 Meshes is one or more SkeletalMesh needed for this hairstyle, which is the hairstyle model you make. A hairstyle can be made from a combination of multiple parts.
4.2.4 Color is the default color of the hairstyle.
4.2.5 Roughness is the roughness of the hair.
4.2.6 MirrorID indicates which mirror the player can look through to get this hairstyle, Jodi's office has a mirror ID number of 0.
4.3 PrimaryAssetLabel file
For setup, packaging, and testing, please attend the previous Mod creation documentation.


1 在示例工程中的 Mod 路径下创建一个拥有复杂名字(避免和其他Mod相同)的文件夹,将我们制作的所有资源都存放在这个文件夹中。

2 制作头发模型
采用传统的面片Mesh方法制作头发模型,具体方法这里不做介绍了。

3 材质纹理
参见示例工程路径 Mod / TKA_Workshop_HairSample 中的模型,以及子文件夹 Material 中的材质和纹理。
材质实例的父材质是 M_Hair_Master,路径是 Ariana_P2 / Materials / Bodies / Hairs。
材质需要4张 Grayscale 类型的纹理,分别用于 Alpha、Depth、Id、Root。具体做法可以参考相关的教程。
发型使用布料物理实现飘动的效果,为了避免和角色身体穿模,需要添加 PhysicsAsset。

4 打包Mod
在你的模组文件夹中需要以下这几个文件
4.1 TKA_Mod_Table
和其它的TKA模组一样,这个表格文件中只需要包含一行数据,填入你自己的模组名称与说明即可。Tables 字段必须包含一个值:Hairstyle。表示这个Mod中包含发型。
4.2 Mod_HairstyleTable
这个表格中一行数据就是一个发型。
4.2.1 为了避免RowName 和其它发型相同,需要为每一个发型的RowName添加上你的前缀。
4.2.2 Icon 是发型在界面中显示的图标。你需要为每一个发型制作一个 256X256px的图片。
4.2.3 Meshes 是这个发型需要的一个或多个 SkeletalMesh,也就是你制作的发型模型。一个发型可以由多个部分组合而成。
4.2.4 Color 是发型默认的颜色。
4.2.5 Roughness 是头发的粗造度
4.2.6 MirrorID 表示玩家可以通过哪个镜子来获得这个发型,Jodi 办公室的镜子ID号为0。
4.3 PrimaryAssetLabel 文件
设置、打包、测试的方法请参加之前的Mod制作文档。
Last edited by JohnnySUN; 14 Feb @ 11:27pm
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What is the traditional mesh method? does this mean like a hair card system?
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