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There's just one problem. The Eyes material is hardcoded into XComHumanPawn.uc, which is impossible to override.
You could get around this by making separate heads for different eye colors. Then open up the Material Master and link the emissive texture2d to the emissive node in the center output node (the node in the center).
This should help:
https://udn.epicgames.com/Three/MaterialsAndTexturesHome.html
Tutorial:
https://udn.epicgames.com/Three/MaterialsTutorial.html
Compendium:
https://udn.epicgames.com/Three/MaterialsCompendium.html
For the glowing eyes part, I've took about 2-3 months to figure out if it's remotely possible to make eyes that glow. Two things:
1. Overriding the actual EyesCustomizable_TC material is possible, but I'm not sure about Material Instance Constants, or the actual MIC that's used by the default head.
2. The hard part would be to get the game to recognize the difference between non-glowy and glowy eyes, which would require a highlander mod to accomplish.
I'm not saying that's impossible, but a lot of scripting and overriding, depending on how complex you want it.
So, it would be possible at all to make the game use two completely different set of eyes, glowing and non-glowing?
I'd still stick to my original idea and make a couple of new heads that use the glowing eyes, if that's possible.
I've no experience with highlander mods, I even had to look that up. And I'm not a very good scripter.
It seems I have a lot of work in front of me. Making the heads I've already done. Making new eyes for them I've done as well. The hard part for me would be achieving glow and all the scripting. I would be really grateful if you could help me out with the part I'm unable to do. :)
I'm not really a scripter, so I can't help you there. I'm not sure the others out there will have the time to help you (robojumer, RealityMachina, etc), but you can try to ask them.
Set the PartType to FacePropsLower or Helmets.
Forgot about that. You'll have to use XComHelmetContent or XComBodyPartContent archetypes instead of XComHeadContent.
"2. Copy the SM_Head
You talked about making a copy of the SM_Head and just replacing the mesh. The problem with that is that all the references will break. That is why you crash when using your "new" custom SM_Head.
I did get it running with a duplicate (Same name and same references) so it is possible I should think. Ill keep trying for now!"
http://www.loverslab.com/topic/57070-lewd-mods-and-xcom-2/?p=1631761
Though he wasn't really specific on what exactly he did so I don't know how he did it. I've sent him a PM but haven't gotten a reply yet.
There's actually an eyes only skeletal mesh. That's what I'm currently using as a prop. But there's no way to hide the eyes on the head mesh, only the face, so I get terrible z-fighting. :P
I think I may have tracked down why it crashes. Every upk that contains data for the different heads/faces/races has its own SM_Head in it. So that may be the issue why it can't be overridden by a mod. Do you know of any way to edit the cooked upk files? I could only snoop around in them.