Reply to thread

That would explain why, when I incorrectly spliced that section, I ended up with half the body being cut vertically. My initial thinking was that it referenced vertex groups, but the cuts didn't match up with the vertex groups in the body. Using cutting planes and bounding boxes would definitely require a lot less data, so maybe there isn't something external beyond the partcutdesc.xml to the cutting process. That at least makes it simpler, as I kept wondering where both the mapping from the pac to the cut type was, as well as how it defined the cut.


I never really liked partcutdesc.xml because of the way the objects seemed to have multiple meanings, but I may have to play with it a bit more. I was just testing the cut from ruby floretta in different body "placements" and found that, when placed in sho, it just cut the underwear and not the body, like it did when placed in ub, lb, hand, or foot. Cloak and accessories did no cutting at all, but maybe there would be a way to force even those to cut on demand.


For now, I'll probably stick assigning some of the ao files to be used for specified pacs, even though it's far more limited in where it can be used than what the partcut data in the pacs seems like it could do. At least I know I can splice out the partcut section if needed (or just put the mesh in a pac file that does not have partcut data and change the texture name.


Thank you very much for the info!


Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.