Alright, seems like I'm at a point where I don't want to overcomplicate things, but cool findings just keeps coming. I believe once I'll set all 5 available poses with needed "switching assets" I can then prepare a public mod test.
What I'm showing here:
- Both "haircloth" and "haircloth-less" character designs available in one scene.
- Hair assets ported from MBM+DLC. Most hair sprites can be flipped horizontally in spine for a different look, so hair types are doubled. Current "Visually Stable" number is 24 Front Hair types, 14 Back Hair Types.
- Side hairs now changes independently from each other (left and right side). I didn't add anything from MBM here, since it's already a mess to control and drawing style changed for ProjectR. Not a scope of project for now but groundwork for it is done.
Added spine slots in Assembly code:
- "Birthmark" is a little dot which can appear on slave's cheek with ~13% chance.
- Pulled some assets from a DD character's concept. Slave's might appear with clothes still intact. Except panties. Apparently that asset always had a 'hole' in it, huh
- Game generates character's colors with a somewhat muted palette. I can see why they did that, but I expanded it a bit for testing. Didn't decide if I like it, but it gives more colors for a character generation that way.
- Custom body parts coloring. Still in testing, but I believe there's a lot of possibilities here. For now only "TitsCloth" are affected, by a new color slot usage (slot 3 out of 8 or 9).
- Thigh size now works similar to how MBM done it. Also adjusted "Underwear" assets to reflect thigh size.
- Last notable thing is a bit of visual mechanic: pregnant slaves are coded to "lose" Underwear assets when they are pregnant. I kept it that way, but added slight tits size increase and darkened nipples for a period of pregnancy. It always reverts to default after birth. So clothes will "return" as well. It's a bit of limitation yeah, but maybe for the good (less assets set-up/manipulation as well).
That's it for now. And if you're asking why am I'm modding a tech-demo build of the game? Answer is simple: to learn how stuff works here in data/spine. I should be able to port my current progress to a next demo version as well... fingers crossed developers won't change filesystem from a current state a lot. Right now it's almost what I wanted from MBM's filesystem to be.