Artificial Girl 3: Clothing Editor

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Illusion

all characters are at least 18


Artificial Girl 3 [edit]

Gameplay

Character Maker

Technical Help

Modding


External links


Clothing Editor

The clothing editor is quite powerful and can seem a tad overwhelming. Take your time to look over the various tabs and you'll see that it uses a fairly straightforward layout which is easy to use once you understand what each section does.


Tab 1: System

In clothes creation mode, you may start from a fresh copy, load from a set file saved on your hard drive, or load up one of the pre-made sets.

To save the current set, navigate to the first tab. Enter a name in the text box at the bottom (and an optional description in the box above), and click the button to the bottom right. Select YES (on the left) to confirm if necessary and wait for the "ok" message (some sets can take quite long time to save). Verify that your file is saved by clicking the middle button (to the left of the save button) and verifying that your character files are present.

Tab 2: Undergarments

Divided into Tops and Bottoms. Fullbody garments are located with the bottom segment and will override the selection on the top section if used.

Tab 3: Overgarments

Divided into Tops, Sleeves and Bottoms.

Note that several of the Tops have optional features that can be selected.

Tab 4: Hands/Feet

Divided into Gloves, Socks and Shoes.

Gloves and socks have adjustable transparency and several have optional features.

Tab 5: Head

Divided into Head, Face, Ears, Hair (back) and Hair (side).

The Face tab allows for the inclusion of glasses which can have gameplay effects with near sighted girls.

The Hair tabs require certain base hair to function. Mainly long enough for the selected braid and not already braided.

Tab 6: Accessories

Divided into Lower Back, Back, Bottom and Neck.

Assigning clothes to a girl

Even though you've created and saved a set of clothing in this Clothes Editor there's one more thing you need to do, which is to assign the clothes to a girl. How to do this is shown in the main menu page.

Basic Principles

Each piece of clothing consists of a basic shape (3D model) and one or two textures each with an assignable colour.

It is important to remember that the model only defines the overall shape and is invisible except where it is covered by a texture so it's possible to "remove" parts of a model by changing the texture used.

Some of the models also have optional parts or versions (shirts can be tucked or not, stockings can be with or w/o garters).

Each model has default texture and subtexture but both can be changed by selecting a new from the dropdown listing. The subtexture can also be turned off.

Both textures can provide two functions, basic colouring (often in the form of shading) and transparency.

The final colour is the combination of the texture colours and the manually added colour (an all black texture results in all black, no matter what that is added).

Textures in tga format can also add areas of full or semi transperancy making the final peice see through or effectively remove parts of the model.

Some classes of clothing also has a separate slider for transparency.

The difference between the two textures are the rendering order. The subtexture (if enabled) is rendered after the main texture and can cover all or parts of it. It is often used to enable different colouring of details like trims, edges or decoration.

Selecting different textures can be a bit confusing since the list will show all textures (and subtextures) available for that class of clothes (all forms of undergarment tops for instance) and only textures intended for the selected shape or model will work as expected (some textures do work for multiple shapes but most don't).

The key to locating matching textures is to note the filename of the default texture and then look for more textures with the same leading name (a40_01_01_01_00 for full cup bra main texture an a40_01_01_01_01 for the subtexture).

Illusion has also made it simple for users to supply their own textures by storing then in data/save/m_tex with different directories for the different classes of models.

The final touch to the look is the choice of gloss or reflection making the result more or less shiny (as with silk, latex or metal surfaces).