did you check if the trigger itself is working properly? when you open it, if its blank then it means whatever its pointing to doesn't exist or is changed. u have to reconfigure it if that happens.I give up. I'll just use UI buttons
did you check if the trigger itself is working properly? when you open it, if its blank then it means whatever its pointing to doesn't exist or is changed. u have to reconfigure it if that happens.I give up. I'll just use UI buttons
Last update on VaM 2 was like 1 year ago... i wont be betting for that anymoreNo - dev focus on VAM2
Check if the item has them sepererated when you customize it. You could turn down the Alpha adjust slider all the way for one.Is it possible to separate one item of clothing into 2(left and right)? View attachment 3807433
yea ive already spend sometimes checking ingames stuff and it seem likes a no go so i was just wondering if there any possible way to maybe split it via their var or smtCheck if the item has them sepererated when you customize it. You could turn down the Alpha adjust slider all the way for one.
When I don't forget, I could take a look at it later. Is it a hub item?yea ive already spend sometimes checking ingames stuff and it seem likes a no go so i was just wondering if there any possible way to maybe split it via their var or smt
no, its a paid clothing by VL_13When I don't forget, I could take a look at it later. Is it a hub item?
make a copy of it by Preset/Custom > Open in Creator. then change store name (i think) and display name so it doesn't conflict with original. so now you have two identical copies of same clothing. now edit the alpha texture of one of them to hide it.no, its a paid clothing by VL_13
You must be registered to see the links
i think you misunderstood what i meant. i wasnt talking about new uv when i said "seperate", just meant new spot on same uv space. the last sentence in your message is exactly wat i was trying to say. vl_13 could have used a different spot for texturing, tools like substance painter already support symmetry if same uv. if you take a look at some of his older works like VL_13.Body_BP.1, the UVs are all kinds of messed up!Mirroring objects won't generate new uv space for the mirrored object nor will it be desired in most cases. Typically uv space is limited in character creation for games since body, face, hair, and outfit may all be confined to one single uv tile/texture map.
You can edit the uvs of the new object and give its on spot for texturing.
big thank bro, so in this case we can only separate it in other 3d modeling software right? and also how can i search for tutorial on that kind of stuff?make a copy of it by Preset/Custom > Open in Creator. then change store name (i think) and display name so it doesn't conflict with original. so now you have two identical copies of same clothing. now edit the alpha texture of one of them to hide it.
edit: nevermind. i just checked this clothing has both the UVs (uv of each side) overlapping with each other. why did the creator make it like this? i have no fucking clue. it only takes 2 secs to separate them when you making it. now we cant just paint over one alpha like i said before cos it will actually apply to both hiding both of em.
edit 2: i exported the model, separated it in blender and imported it back. now it should be properly separate. Pixeldrain
View attachment 3808506
yea if uv is fucked then u need to export it, tweak, then import back. exporting the wrapped model from vam is considered piracy in main discord channel (i think), or just frowned upon idk. so you wont see many guides on it. but theres this one video i found onbig thank bro, so in this case we can only separate it in other 3d modeling software right? and also how can i search for tutorial on that kind of stuff?
Every .var file goes to addonpackages folder. No need to extract them.i downloaded tonnes of var. file, am i suppose to extract them, and where should i place them?