Author Topic: Costume File Formats  (Read 28503 times)

Arachnion

  • Elite Boss
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  • Posts: 642
  • Professional Cynic
Costume File Formats
« on: June 14, 2013, 10:37:19 PM »
Hello.

This thread is for looking over Sentinel and Demo costume sections, to possibly make them into their own .costume files.

EDIT:
Linking this here since goodtime brought it up below in the thread http://paragonwiki.com/wiki/Costume_File

EDIT 2:
I feel this needs to be said. DO NOT EDIT SENTINEL XML FILES. They will break and become unusable.

EDIT 3:
To go with the above warning, I highly recommend (on Windows) right clicking and copying the Sentinel XML you want the costume from.

Be sure you choose "Copy" not "Cut". For other OS simply copy the file how you would normally, or google for help if you need info.

Then put your new copy somewhere you'll find it easily.

You will be able to extract your costume from the copy later, when you want to.

Doing this will effectively backup your original XML files and help keep them safe.

EDIT 4:
Found that list of demo part names I mentioned. Credit for the list goes to Codewalker. ;D

Parts List:
Code: [Select]
These are PARTSNAME identifiers in a demo record player costume area.

Numbers correspond to each block.

Third PARTSNAME line is Head, etc.

   1 Pants
   2 Chest
   3 Head
   4 Gloves
   5 Boots
   6 Belt
   7 Hair
   8 Face
   9 Eye Detail
   10 Chest Detail
   11 Shoulders
   12 Back
   13 Right Weapon
   14 Neck
   15 Right Upper Arm
   16 Collar
   17 Broach
   18 Cape
   19 Aura
   20 Skirt
   21 Top
   22 Sleeves
   23 Cranium
   24 Jaw
   25 Left Weapon
   26 Two Handed Left Weapon
   27 Two Handed Right Weapon
   28 Tail


Demo Costume Block:
Code: [Select]
0   54  COSTUME 1 9bb2ff -7.563277 0.174603 -0.015873 -0.269841 0.269841 -0.492063 -0.301587 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873
0   54  PARTSNAME Tight !X_Hips_FireIce_02 none 0000cc01 00ff5700
0   54  PARTSNAME Jackets_Sleeves skin_tights Top_8 0000cc01 00ff5700
0   54  PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !X_Organic_Armor_Fem_Skin_Face_01 !v_sf_face_Lips 0000cc01 00ff5700
0   54  PARTSNAME Smooth !X_Fem_Gloves_Skin_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME N_Fem_Steampunk_01.geo/GEO_N_LlegR_Boots_Clsc_Steampunk_01 !X_N_Fem_Boots_Clsc_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME N_Fem_Steampunk_01.geo/GEO_N_Belt_Clsc_Steampunk_01 !X_N_Fem_Belt_Clsc_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME Gunslinger_Fem_Port.geo/GEO_N_Hat_Gunslinger_01 !X_Hat_Gunslinger none 0000cc01 00ff5700
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 0000cc01 00ff5700
0   54  PARTSNAME N_Fem_Steampunk_01.geo/GEO_N_Emblem_Bustier_Clsc_Steampunk_02 !X_N_Fem_Emblem_Clsc_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME none none none 0000cc01 00ff5700
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 0000cc01 00ff5700
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME N_Fem_Steampunk_01.geo/GEO_N_Top_Jacket_Clsc_Steampunk_01 !X_N_Fem_Jacket_Clsc_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME N_Fem_Steampunk_01.geo/GEO_N_Sleeves_Jacket_Clsc_Steampunk_01 !X_N_Fem_Sleeve_Skin_Clsc_Steampunk_01 none 0000cc01 00ff5700
0   54  PARTSNAME none none none 0000cc01 00ff5700
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 00000000 00000000
0   54  PARTSNAME none none none 0000cc01 00ff5700 0000cc01 00ff5700 WEAPONS/Custom_Pistols/Fem_PistolLeft_SemiAuto01.fx
0   54  PARTSNAME none none none 0000cc01 00ff5700 0000cc01 00ff5700 WEAPONS/Custom_Pistols/Fem_PistolRight_SemiAuto01.fx
0   54  PARTSNAME none none none 0000cc01 00ff5700

Standard Costume File Excerpt:
Code: [Select]
{
Scale -8.824
BoneScale -0.9675
ShoulderScale -0.2361
ChestScale -0.1114
WaistScale -0.3318
HipScale -0.507
LegScale 7.003e-005
HeadScales  -1,  0.72,  -1.585e-005
BrowScales  -0.47,  0.04,  -0.62
CheekScales  -0.44,  -0.5,  0.44
ChinScales  -1,  0.41,  -0.12
CraniumScales  -0.29,  0.7,  0.02
JawScales  -0.72,  -1,  1
NoseScales  -0.48,  0.47,  0.38
SkinColor  247,  200,  170
NumParts 28
BodyType 1
CostumePart ""
{
Geometry n_fem_t9i24_01.geo/geo_hips_t9i24_01
Texture1 !x_hips_t9i24_01
Texture2 none
DisplayName P3237373182
RegionName "Lower Body"
BodySetName Armored
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry V_FEM_TOP.GEO/GEO_Chest_Jackets_Clockwork_01
Texture1 !X_Clockwork_Chest_01
Texture2 !Chest_V_Clockwork_01_Mask
DisplayName P566009771
RegionName "Upper Body"
BodySetName Jackets
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}

Sentinel+ XML Costume Block:
Code: [Select]
<costume>
<bodytype>0</bodytype>
<skincolor>ff6b98dd</skincolor>
<scales>25.000000 1.000000 0.000000 0.668498 0.505495 0.617888 0.000000 0.020000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000</scales>
<parts count="28">
<part>Armored !X_Enforcer_Hips_Mask !Hips_V_Enforcer_01_Mask 00ffffff 00000000</part>
<part>Tight !X_Enforcer_Chest_Mask !Chest_V_Enforcer_01_Mask 00ffffff 00000000</part>
<part>V_Male_Head.GEO/GEO_Head_V_Asym_Robot !X_Face_Robot_Mask V_Robotic_01_Dual 00ffffff 00000000</part>
<part>V_MALE_GLOVE.GEO/GEO_Larm*_Enforcer_01 !X_Enforcer_Glove_02 none 00ffffff 00000000</part>
<part>V_MALE_BOOT.GEO/GEO_LlegR_Enforcer_01 !X_Enforcer_Boot none 00ffffff 00000000</part>
<part>V_MALE_BELT.GEO/GEO_Belt_Enforcer_01 !X_Enforcer_Emblem !Emblem_v_Enforcer_01_Mask 00ffffff 00000000</part>
<part>V_MALE_HAIR.GEO/GEO_Hair_Enforcer_01 !X_Enforcer_Hair none 00ffffff 00000000</part>
<part>none none none 00000000 00000000</part>
<part>V_MALE_EYES.GEO/GEO_Eyes_Enforcer_01 !X_Enforcer_Hair none 00ffffff 00000000</part>
<part>V_MALE_EMBLEM.GEO/GEO_Emblem_Enforcer_01 !X_Enforcer_Emblem !Emblem_v_Enforcer_01_Mask 00ffffff 00000000</part>
<part>V_MALE_SPADR.GEO/GEO_SpadR_Enforcer_01 !X_Enforcer_spadr none 00ffffff 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00ffffff 00ffffff 00000000 WEAPONS/Custom_AssaultRifle/Male_AssaultRifle_Mastermind03.fx</part>
<part>V_MALE_NECK.GEO/GEO_Neck_Enforcer_03 !X_Enforcer_Hair none 00ffffff 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none !X_Wings_Tech_01 none 00ffffff 00000000 00ffffff 00000000 GENERIC/FX_wings_TECH.fx</part>
<part>none none none 00ffffff 00000000 00ffffff 00000000 Auras/Male/Electricity/ElectricBody.fx</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
</parts>
</costume>

Demo Costume Format Info from an old FAQ, a bit outdated, credit goes to whoever originally wrote it (Zloth/Sloth?):
http://privatepaste.com/c17d269890
« Last Edit: June 23, 2013, 10:21:53 PM by Arachnion »
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

  • Lieutenant
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  • Posts: 67
Re: Costume File Formats
« Reply #1 on: June 15, 2013, 05:23:24 PM »
I think being able to convert Sentinel files into .costume files would be fantastic. I did play with the files I have a little, and was not encouraged.

It seemed to me that there was information in the .costume files, that was missing in the Sentinel files...but in my case at least the costume files are from all sort of different versions of the game client, so that could be a factor.

I think it would be helpful to have a Sentinel and a .costume file of the same character and outfit, from the same game client (ideally I24 or I23). Maybe someone can share this here. That way we should be easily able to compare it line by line and see what is what.

If everything matches, converting the formatting should be fairly easy.

Phaetan

  • Elite Boss
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  • Posts: 250
Re: Costume File Formats
« Reply #2 on: June 15, 2013, 05:40:34 PM »
Well, sentinel/demorecord files reproduce your character model, so it must have all of the relevant data in there.

blackjak

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  • Posts: 517
Re: Costume File Formats
« Reply #3 on: June 15, 2013, 07:32:53 PM »
Will this help? Here is Blackjak.
COH (.costume) file

{
Scale 10.56
BoneScale -0.6383
ShoulderScale -0.3191
ChestScale -0.3989
WaistScale -0.2872
HipScale -0.3196
HeadScales  0,  0,  0
BrowScales  0,  0,  0
CheekScales  0,  0,  0
ChinScales  0,  0,  0
CraniumScales  0,  0,  0
JawScales  0,  0,  0
NoseScales  0,  0,  0
SkinColor  221,  152,  107
NumParts 28
CostumePart ""
{
   Geometry Tight
   Texture1 leather_01
   Texture2 !Hips_V_Pattern_Thin_Stripe_02
   DisplayName P887196332
   RegionName "Lower Body"
   BodySetName Tight
   Color1  0,  0,  61
   Color2  0,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Tight
   Texture1 leather_01
   Texture2 !chest_Angelic
   DisplayName P566009771
   RegionName "Upper Body"
   BodySetName Tight
   Color1  0,  0,  61
   Color2  0,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard
   Texture1 skin_v_head_73
   Texture2 !V_Face_Mask_2
   DisplayName P687117166
   RegionName Head
   BodySetName "Full Masks"
   Color1  0,  0,  0
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Flare
   Texture1 smooth_01
   Texture2 none
   DisplayName P3937616722
   RegionName "Upper Body"
   BodySetName Tight
   Color1  0,  0,  0
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Smooth
   Texture1 Tights
   Texture2 none
   DisplayName P2104750136
   RegionName "Lower Body"
   BodySetName Tight
   Color1  0,  0,  0
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Tactical
   Texture1 tactical_02a
   Texture2 tactical_02b
   DisplayName P177456852
   RegionName "Upper Body"
   BodySetName Tight
   Color1  0,  20,  61
   Color2  0,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry none
   Texture1 none
   Texture2 none
   DisplayName P2793026233
   RegionName Head
   BodySetName "Full Masks"
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry none
   Texture1 none
   Texture2 none
   DisplayName P2371314042
   RegionName Head
   BodySetName "Full Masks"
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Strap_01
   Texture1 Strap_01a
   Texture2 Strap_01b
   DisplayName P2281134661
   RegionName "Upper Body"
   BodySetName Tight
   Color1  0,  0,  0
   Color2  0,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry none
   Texture1 none
   Texture2 none
   DisplayName P772741860
   RegionName "Upper Body"
   BodySetName Tight
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry Beard_Van_Dyke
   Texture1 Beard_01a
   Texture2 Beard_01b
   DisplayName P2488029243
   RegionName Head
   BodySetName "Full Masks"
   Color1  0,  0,  0
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry none
   Texture1 none
   Texture2 none
   DisplayName P1848153390
   RegionName Head
   BodySetName "Full Masks"
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  0
   Color2  0,  0,  0
   Color3  0,  0,  0
   Color4  0,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  0
   Color2  0,  0,  0
   Color3  0,  0,  0
   Color4  0,  0,  0
}


CostumePart ""
{
   Fx none
   Geometry none
   Texture1 none
   Texture2 none
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Geometry none
   Texture1 none
   Texture2 none
   DisplayName P546439883
   RegionName "Lower Body"
   BodySetName Tight
   Color1  0,  0,  102
   Color2  127,  0,  0
   Color3  0,  0,  102
   Color4  127,  0,  0
}


CostumePart ""
{
   Color1  0,  0,  0
   Color2  0,  0,  0
   Color3  0,  0,  0
   Color4  0,  0,  0
}


CostumePart ""
{
   Color1  0,  0,  0
   Color2  0,  0,  0
   Color3  0,  0,  0
   Color4  0,  0,  0
}


}

Sentinel+ (.xml) file (relevent costume part):
<costumes count="3">
      <costume>
         <bodytype>0</bodytype>
         <skincolor>006b98dd</skincolor>
         <scales>10.560003 -0.638300 0.000000 -0.319100 -0.398900 -0.287200 -0.319600 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000</scales>
         <parts count="28">
            <part>Tight leather_01 !Hips_V_Pattern_Thin_Stripe_02 003d0000 00000000</part>
            <part>Tight leather_01 !chest_Angelic 003d0000 00000000</part>
            <part>V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_73 !V_Face_Mask_2 00000000 0000007f</part>
            <part>Flare smooth_01 none 00000000 0000007f</part>
            <part>Smooth tights none 00000000 0000007f</part>
            <part>Tactical tactical_02a tactical_02b 003d1400 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>Strap_01 Strap_01a Strap_01b 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>Beard_Van_Dyke Beard_01a Beard_01b 00000000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
         </parts>
      </costume>
      <costume>
         <bodytype>0</bodytype>
         <skincolor>006b98dd</skincolor>
         <scales>10.560003 -0.638300 0.000000 -0.319100 -0.398900 -0.287200 -0.319600 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000</scales>
         <parts count="28">
            <part>Tight leather_01 !Hips_V_Pattern_Thin_Stripe_02 003d0000 00000055</part>
            <part>Tight leather_01 !chest_Angelic 003d0000 00000055</part>
            <part>V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_73 !V_Face_Mask_2 0000007f 0000007f</part>
            <part>Flare smooth_01 none 00000000 0000007f</part>
            <part>Smooth smooth_01 none 00000000 0000007f</part>
            <part>Tactical tactical_02a tactical_02b 003d1400 00000055</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>Strap_01 Strap_01a Strap_01b 00ffffff 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>Beard_Van_Dyke Beard_01a Beard_01b 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
         </parts>
      </costume>
      <costume>
         <bodytype>0</bodytype>
         <skincolor>006b98dd</skincolor>
         <scales>10.560003 -0.638300 0.000000 -0.319100 -0.398900 -0.287200 -0.319600 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000</scales>
         <parts count="28">
            <part>V_MALE_PANTS.GEO/GEO_Hips_Pants_Biz_Slacks_01 !Hips_V_Suit_Slacks_01 !Hips_V_Suit_Slacks_01_Mask 00000000 00000000</part>
            <part>Jackets_Sleeves !Chest_FancyShirt_01 none 00ffffff 00000000</part>
            <part>V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_73 none 00000000 0000007f</part>
            <part>Smooth skin_bare none 00000000 0000007f</part>
            <part>V_MALE_BOOT.GEO/GEO_Lleg*_Cowboy_Boot_02 !Boot_V_Cowboy_01 !Boot_V_Cowboy_01_Mask 00000000 00000000</part>
            <part>Standard leather_01 none 003d1400 00000000</part>
            <part>Style_01 Style_01a Style_01b 00000000 001f1f1f</part>
            <part>none none none 00000000 00000000</part>
            <part>Glasses_05 Glasses_01a Glasses_01b 00000000 001f1f1f</part>
            <part>V_MALE_EMBLEM.GEO/GEO_Emblem_Dress_Tie_01 !Emblem_V_Tie_02 !Emblem_V_Tie_02_mask 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>Beard_Van_Dyke Beard_01a Beard_01b 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>V_MALE_TOP.GEO/GEO_Top_3_Button_01 !Top_V_3_Button_01 !Top_V_3_Button_01_Mask 00000000 00ffffff</part>
            <part>V_MALE_SLEEVES.GEO/GEO_Sleeves_Dress_Shirt_04 !Sleeves_V_Suit_Coat_01 !Sleeves_V_Suit_Coat_01_Mask 00000000 00ffffff</part>
            <part>none none none 00660000 0000007f</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00000000 00000000</part>
            <part>none none none 00660000 0000007f</part>
         </parts>
      </costume>
   </costumes>

Sorry for the lengthy post, but the code written this way in txt.
Virtue: Moonsun, Dynamo Jr., Crimson Fury, Sabre Kat, Double Sixxes, Quantum Stranger, Mystic Kirin, Pink.Eye Champion: Blackjak, Redwing Blackbird Justice: Shield Marshal Guardian: White Talon Triumph: Gosuto Union: Stellar Girl

Xenos

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Re: Costume File Formats
« Reply #4 on: June 15, 2013, 08:21:26 PM »
Thanks for sharing this, Blackjak.

If you look closely at the Sentinel file, you'll notice that it actually lists 3 costumes. The first two are almost identical, and the third must have been your alter ego version. I am fairly certain that your .costume file represents the first costume in the Sentinel file, but it might be helpful if you could also share a screenshot of the costume (if you have one handy).

Some of things that stick out to me:

bodytype (which sets your body type, ie. male/female/huge).
There is no reference to bodytype in the .costume file. It's missing in my .costume files as well, even though it is in Arachnion's file. So how does it define your bodytype?

Color.
For every costume part, the .costume file defines 4 colors (Color1, Color2, Color3, Color4). The Sentinel file defines 2 colors. They use different color systems (Hexdecimal vs. RGB, but that is easy enough to translate. I am guessing that Color3 and Color4 are some sort of default values that don't really matter, as they are almost always identical for all the parts in the .costume file (except when they are not). I'll try a few variables and see what happens.

DisplayName, RegionName & BodySetName.
These are all missing in the Sentinel file. Again, some of these may not matter...I'll try a few variables there as well and see what happens.

Arachnion

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Re: Costume File Formats
« Reply #5 on: June 15, 2013, 08:56:14 PM »
bodytype (which sets your body type, ie. male/female/huge).
There is no reference to bodytype in the .costume file. It's missing in my .costume files as well, even though it is in Arachnion's file. So how does it define your bodytype?

1 is Female, 2 is Huge, and 0 is Male, I think.

There should be no distinction between I23/I24 costume files, why would there be?

Not sure on the body type numbers, though.
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #6 on: June 15, 2013, 09:31:31 PM »
1 is Female, 2 is Huge, and 0 is Male, I think.

Actually it's 0 = Male, 1 = Female, 4 = Huge (yep, makes you wonder about 2 and 3...).

Maybe there are no differences between I23 and I24 (or earlier versions), but looking at my .costume files, there are differences in how bodytype is defined.

I have versions that declare the BodyType:

Code: [Select]
Scale 9.003
BoneScale -1
ShoulderScale -0.2905
ChestScale -0.5864
WaistScale -0.8763
HipScale -0.9701
LegScale 0.01389
HeadScales  0,  0,  0
BrowScales  0,  0,  0
CheekScales  0,  0,  0
ChinScales  0,  0,  0
CraniumScales  0,  0,  0
JawScales  0,  0,  0
NoseScales  0,  0,  0
SkinColor  255,  223,  201
NumParts 27
BodyType 1

I have versions that don't have a BodyType declared (I am assuming that those must all be males, and that male must be the default, hence no need to declare it):

Code: [Select]
Scale 7.462
BoneScale -0.3566
ChestScale -0.373
WaistScale -0.3237
HeadScales  0,  0,  0
BrowScales  0,  0,  0
CheekScales  0,  0,  0
ChinScales  0,  0,  0
CraniumScales  0,  0,  0
JawScales  0,  0,  0
NoseScales  0,  0,  0
SkinColor  239,  173,  132
NumParts 28

And I have versions that additionally have a CostumeFilePrefix, which also seems to define gender:

Code: [Select]
CostumeFilePrefix fem
HeadScales  0,  0,  0
BrowScales  0,  0,  0
CheekScales  0,  0,  0
ChinScales  0,  0,  0
CraniumScales  0,  0,  0
JawScales  0,  0,  0
NoseScales  0,  0,  0
SkinColor  255,  178,  155
NumParts 28
BodyType 1

goodtime

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Re: Costume File Formats
« Reply #7 on: June 15, 2013, 11:08:09 PM »
I posted about this in the titan icon thread at one point.   Some of the values generated by the costume editor aren't in the Sentinel files.  Presumably they are identifiers for the UI itself (I say this because there doesn't seem to be any rhyme nor reason to the order in which the PARTNAME info appears) - BodySetName and RegionName.   

Without that information the costume file the game will still display it on a character model in the 'load' screen, but it shows you the red "Failed to Load XXX Costume Creator may not have access to parts" message, and will ask you if you want to try and fix it.   Then it just reverts those parts to the default.

I would imagine ICON would load the file onto a model okay, though.   You could test this by making a copy of a UI created costume file, removing BodySetName and RegionName values, then firing up ICON.

Also, don't forget the http://paragonwiki.com/wiki/Costume_File page on Paragon Wiki.   

Arachnion

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Re: Costume File Formats
« Reply #8 on: June 15, 2013, 11:12:16 PM »
Also, don't forget the http://paragonwiki.com/wiki/Costume_File page on Paragon Wiki.

Ah, I was unaware the wiki had such a page.

Added it to the OP so it's not buried under code as much.

:D
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #9 on: June 16, 2013, 01:14:17 AM »
I think ultimately the question is how to make up the the values that are "missing" in the Sentinel file.

So here's what I think I know at this point:

Color3, Color4 don't seem to matter. No matter what valid BRG (yeah, I know it's backwards) value I put in there, it makes no visible change on the costume. So one could just have that be 0, 0, 0.

The value for DisplayName does not seem to matter either. The DisplayName is a 10 digit string (Pxxxxxxxxxx). But even if you replace that value with a single number or a single letter, it seems to work.

The RegionName seems to be a set value for each costume part. The first CostumePart is "Lower Body", the second is "Upper Body", the third is Head, etc. You need the RegionName (unless a character does not use that CostumePart, eg. a weapon). But because they seem to be consistent, that should not be a problem to figure out.

BodySetName is more complicated to make up. It seems to represent whichever group of parts a CostumePart belongs to, eg. Tight, "Full Masks", TuckedIn, etc. And again, it's a value that is required. What we would need is a Look Up Table (LUT), that would show what group each specific costume part is part of...which would be fairly extensive. That is the most complicated translation to map out.

Ideas anyone?

September

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Re: Costume File Formats
« Reply #10 on: June 16, 2013, 05:54:37 PM »
Just a wild guess that color 3 and 4 are the colors used when in supergroup mode.

blackjak

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Re: Costume File Formats
« Reply #11 on: June 16, 2013, 07:12:28 PM »
Thanks for sharing this, Blackjak.

If you look closely at the Sentinel file, you'll notice that it actually lists 3 costumes. The first two are almost identical, and the third must have been your alter ego version. I am fairly certain that your .costume file represents the first costume in the Sentinel file, but it might be helpful if you could also share a screenshot of the costume (if you have one handy).

He did have several costumes (no SG though). The code should be for this costume:
Virtue: Moonsun, Dynamo Jr., Crimson Fury, Sabre Kat, Double Sixxes, Quantum Stranger, Mystic Kirin, Pink.Eye Champion: Blackjak, Redwing Blackbird Justice: Shield Marshal Guardian: White Talon Triumph: Gosuto Union: Stellar Girl

Leandro

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Re: Costume File Formats
« Reply #12 on: June 17, 2013, 03:05:21 AM »
You want to take a demo costume data (or Sentinel data, it's the same thing) and make a .costume file?

This isn't hard to do, but the main problem is that you need to get the RegionName for the pieces (this can be obtained from costume.bin but it's not trivial); otherwise the costume creator will display it, but it won't let you actually load the costume. If you only want to use it for Icon with the costume loading command, it might not need it, though.

I can probably put together a script that does this, ignoring RegionNames, somewhat quickly. I have one that does the opposite, and these two lines are basically all you need to know the order stuff is in the header:

COSTUME $cBodyType $cSkinColor $cScale $cBoneScale 0.000000 $cShoulderScale $cChestScale $cWaistScale $cHipScale $cLegScale 0.000000 $cHeadScales $cBrowScales $cCheekScales $cChinScales $cCraniumScales $cJawScales $cNoseScales

PARTSNAME $cGeometry $cTexture1 $cTexture2 $cColor1 $cColor2 $cColor3 $cColor4 $cFX

Leandro

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Re: Costume File Formats
« Reply #13 on: June 17, 2013, 03:08:04 AM »
bodytype (which sets your body type, ie. male/female/huge).
There is no reference to bodytype in the .costume file. It's missing in my .costume files as well, even though it is in Arachnion's file. So how does it define your bodytype?

No BodyType = male. BodyType 1 is Female, and I think BodyType 3 is huge (not entirely sure on that).

For every costume part, the .costume file defines 4 colors (Color1, Color2, Color3, Color4). The Sentinel file defines 2 colors. They use different color systems (Hexdecimal vs. RGB, but that is easy enough to translate. I am guessing that Color3 and Color4 are some sort of default values that don't really matter, as they are almost always identical for all the parts in the .costume file (except when they are not).

Color 3 and 4 are user for the inner color of capes among other things.

DisplayName, RegionName & BodySetName.
These are all missing in the Sentinel file. Again, some of these may not matter...I'll try a few variables there as well and see what happens.

These can be derived from data in costume.bin, and the costume creator will not load the costume if it's missing. Icon might still load them into an NPC, but I haven't tested it.

Codewalker

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Re: Costume File Formats
« Reply #14 on: June 17, 2013, 05:21:51 AM »
I'm on vacation at the moment and only checking the internet every once in a while, but happened to see this.

BodySetName is more complicated to make up. It seems to represent whichever group of parts a CostumePart belongs to, eg. Tight, "Full Masks", TuckedIn, etc. And again, it's a value that is required. What we would need is a Look Up Table (LUT), that would show what group each specific costume part is part of...which would be fairly extensive. That is the most complicated translation to map out.

A lookup table would not be sufficient. Think about something like the chest patterns that can show up below jackets, or the boots in different categories. The geo and texture name is the same for most versions of those, but the Bodyset is different, because they're in a different category. Mismatching them will seriously confuse the editor. If you have a jacket in the appropriate slot, then the chest piece also needs to come from the correct Bodyset to match. Same for gloves.

Deriving it is possible most of the time. I've sketched out an algorithm before to do it -- you need to read in the master costume piece list from costumes.bin, then go through each region of the costume file being loaded and do an exhaustive search for valid combinations within that region's Bodysets which include all of the items used in that region of the costume. You also have to take into account masks (i.e. patterns), which can vary one of the textures for the costume piece. Keeping track of which match is the closest is also a good idea for cases where the .costume file references pieces which don't actually exist in costumes.bin anymore.

That information is needed for the editor to function correctly, no way around it. Neither demorecords nor sentinel exports have it; only costume files.

For simply loading a costume onto an NPC in Icon, it should work even if omitted. The region and bodyset names are needed to edit a costume, but not to simply display it.

Xenos

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Re: Costume File Formats
« Reply #15 on: June 17, 2013, 06:23:59 AM »
These can be derived from data in costume.bin, and the costume creator will not load the costume if it's missing. Icon might still load them into an NPC, but I haven't tested it.

Thanks for checking in Leandro and Codewalker.

So it seems like I really need to look into the costumes.bin.

I have not really examined the COH files before this, but am I correct in assuming that the costumes.bin is part of the bin.pigg? I am a Mac user, so running a pigg viewer is a little more involved. I'll get one running, but it would help to know that that is where I need to look.

Thanks for all the insights.

Arachnion

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Re: Costume File Formats
« Reply #16 on: June 17, 2013, 08:52:18 PM »
Thanks for checking in Leandro and Codewalker.

So it seems like I really need to look into the costumes.bin.

I have not really examined the COH files before this, but am I correct in assuming that the costumes.bin is part of the bin.pigg? I am a Mac user, so running a pigg viewer is a little more involved. I'll get one running, but it would help to know that that is where I need to look.

Thanks for all the insights.

Yes.

You are right.

Codewalker made a plain text Costume.bin extraction, I've uploaded my copy of it below.

It is around 79 MB unpacked.

Can't find the original link for it.

https://www.sugarsync.com/pf/D0133125_936_48375484
« Last Edit: June 17, 2013, 09:08:15 PM by Arachnion »
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #17 on: June 17, 2013, 09:47:47 PM »
Codewalker made a plain text Costume.bin extraction, I've uploaded my copy of it below.

Thank you very much for reposting this...and holy smokes, that's a lot of costume pieces!  :o

Once you start lifting the veil....oy vey!

Arachnion

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Re: Costume File Formats
« Reply #18 on: June 18, 2013, 10:08:20 PM »
Hmmm...

DisplayName, RegionName & BodySetName.
These are all missing in the Sentinel file. Again, some of these may not matter...I'll try a few variables there as well and see what happens.

That information is needed for the editor to function correctly, no way around it. Neither demorecords nor sentinel exports have it; only costume files.

For simply loading a costume onto an NPC in Icon, it should work even if omitted. The region and bodyset names are needed to edit a costume, but not to simply display it.

I will need to investigate this (costume loading without those values, DisplayName RegionName BodySetName) myself when I can get to it.

You want to take a demo costume data (or Sentinel data, it's the same thing) and make a .costume file?

COSTUME $cBodyType $cSkinColor $cScale $cBoneScale 0.000000 $cShoulderScale $cChestScale $cWaistScale $cHipScale $cLegScale 0.000000 $cHeadScales $cBrowScales $cCheekScales $cChinScales $cCraniumScales $cJawScales $cNoseScales

PARTSNAME $cGeometry $cTexture1 $cTexture2 $cColor1 $cColor2 $cColor3 $cColor4 $cFX

What Leandro wrote above corresponds to the first line of a costume block from a demo.

The PARTSNAME line corresponds with demo parts.

We can probably work something out from this, manually (hand editing) though.

:)
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #19 on: June 19, 2013, 01:25:41 AM »
I don't have it all solved yet, but here's where I am at in recreating the information that is missing from the Sentinel file (I am sharing it in case it helps someone else):

DisplayName. For the process of creating a costume in Icon, having a random value there, has not given me any problems so far (as long as there is some information). A proper solution could probably be created from the costume.bin information (but that's a lot of stuff to walk through). My mind currently is on finding a working solution, rather than a perfect one. So I am ignoring it for now.

RegionName. This seems to be fairly consistent for each of the 28 costume part sections. Epic archetypes have some variations there, and the section for your left hand will also vary depending on whether there's a shield or a weapon there, but I think that is pretty straight forward.

BodySetName is the tricky one for now. BodySetName corresponds to BoneSet Name in the costume.bin file. There are a lot of instances of BoneSet Name in the costume.bin file (500+). But here's where we might be able to cheat a little...

There are basically 3 regions on a character: Head, UpperBody and LowerBody. The first 3 CostumePart section in the .costume file represent LowerBody, UpperBody and Head. Later CostumePart sections will mostly be part of those 3 regions. Think choosing "Tights" in the first selection for the Upper Body in the Character Creation tool. All the other options for the Upper Body will be determined by that choice (eg. Gloves, Belt, Shoulders, Chest Detail, etc.). What's interesting for our purposes, is that all the CostumePart sections will share the same BodySetName as the initial choice. So by determining the BodySetName for the first 3 CostumePart sections, we will solve a lot of the subsequent sections. Exceptions to that are Capes, Auras and Weapons. They each have their own BodySetName.

I am pretty much trying to simplify the complexity of recreating the missing info. Not perfect, but if it works...who cares.

Next I will try to recreate one of my costumes from the Sentinel file based on what I know so far...I'll let you know how it turns out.

Phaetan

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Re: Costume File Formats
« Reply #20 on: June 19, 2013, 02:02:14 AM »
I'll be wishing you purple insps with your work, Xenos.

Arachnion

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Re: Costume File Formats
« Reply #21 on: June 19, 2013, 02:17:02 PM »
We may wish to investigate the scales, they've been on my mind.

That is, matching the scales from a Sentinel XML into proper costume file form.

Might be the last thing we need to crack.
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #22 on: June 19, 2013, 06:13:30 PM »
We may wish to investigate the scales, they've been on my mind.

I think scales are pretty straight forward...unless I am wrong, of course. But here is how I handle it, and it seems to work.

The scales section in the Sentinel file has 30 values:
Code: [Select]
<scales>-33.000000 -0.955311 0.000000 -0.309524 -0.304029 -0.344066 -0.977656 -0.100000 0.000000 1.000000 1.000000 1.000000 1.000000 0.970000 -0.060000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000 0.040000 0.480000 0.790000 0.360000 0.140000 0.210000 0.260000 0.000000 0.000000</scales>
There are basically 2 type of scale values. Body scales (height, chest, etc.) that have one value each. Head scales (nose, cranium, etc.) which have 3 values each.

There are nine single scale values. If any of the single scale values are 0, they are omitted in the .costume file.

The single values (in order) are:
1. Scale -33.000000
2. BoneScale -0.955311
3. "ArmScale"...we have access to this one in Icon (which gave us a lot of funny pix), but it was not available in the game. It should always be 0.00000 in the Sentinel files.
4. ShoulderScale -0.309524
5. ChestScale -0.304029
6. WaistScale -0.344066
7. HipScale -0.977656
8. LegScale -0.100000
9. "I have no idea"...but it's not needed, so just ignore the 9th value, which seems to be always 0.00000.

The seven triple values (also in order) are:
1. HeadScales  1.000000, 1.000000, 1.000000
2. BrowScales  1.000000, 0.970000, -0.060000
3. CheekScales  0.000000, 0.000000, 0.000000
4. ChinScales  1.000000, 1.000000, 1.000000
5. CraniumScales  0.040000, 0.480000, 0.790000
6. JawScales  0.360000, 0.140000, 0.210000
7. NoseScales  0.260000, 0.000000, 0.000000

Put all together, the above scale section from the Sentinel file, translates in the following scale section in the .costume file (note that you will have to add commas between the triple values):
Code: [Select]
Scale -33.000000
BoneScale -0.955311
ShoulderScale -0.309524
ChestScale -0.304029
WaistScale -0.344066
HipScale -0.977656
LegScale -0.100000
HeadScales  1.000000, 1.000000, 1.000000
BrowScales  1.000000, 0.970000, -0.060000
CheekScales  0.000000, 0.000000, 0.000000
ChinScales  1.000000, 1.000000, 1.000000
CraniumScales  0.040000, 0.480000, 0.790000
JawScales  0.360000, 0.140000, 0.210000
NoseScales  0.260000, 0.000000, 0.000000

It's a lot of copy/paste, but again, I am just trying to map this out, so that eventually we can figure out a way to automate the process.

Pengy

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Re: Costume File Formats
« Reply #23 on: June 19, 2013, 06:36:17 PM »
I think scales are pretty straight forward...unless I am wrong, of course. But here is how I handle it, and it seems to work.
Yeah, that's what I was seeing when I examined the characters I'd extracted with Sentinel. I didn't know what the ArmScale value was, just thought it was a number that should be ignored.

Arachnion

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Re: Costume File Formats
« Reply #24 on: June 19, 2013, 07:43:32 PM »
That's very informative, Xenos.

Nice work.

:D
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Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #25 on: June 22, 2013, 09:16:06 PM »
Ok, still working on trying to infer the information not included in the Sentinel files (DisplayName, RegionName and BodySetName). BodySetName is not being very cooperative, but I figured I'd share what I figured out about RegionName in the meantime.

There are 28 regions that can have costume part information. Not all of them always have values. If a CostumePart has no costume piece, the DisplayName, RegionName and BodySetName are usually omitted.

The RegionName seems fairly consistent for each CostumePart, eg. the 9th CostumePart always has the RegionName Head. The only exceptions I have found so far are Epic Archetypes (Arachnos Widows, etc.), which use "Epic Archetype", and the 25th CostumePart, which can either be Shields or Weapons, depending on whether you have a weapon or a shield (of course).

Here's my list of each CostumePart with it's associated RegionName(s). I have also indicated which part in the costume creator each CostumePart represents:

1. Lower Body:   "Lower Body" / "Epic Archetype"
2. Upper Body:   "Upper Body" / "Epic Archetype"
3. Head:   Head / "Epic Archetype"
4. Gloves:   "Upper Body" / "Epic Archetype"
5. Boots:   "Lower Body" / "Epic Archetype"
6. Belt:   "Upper Body" / "Epic Archetype"
7. Top of Head (Helmet, Hair, Hat, Detail 1, etc.)*:   Head
8. ???:   ??? (yep, still a mystery)
9. Eye region (Detail 2, Detail 1)*:   Head
10. Chest Detail:   "Upper Body" / "Epic Archetype"
11. Shoulders:   "Upper Body" / "Epic Archetype"
12. Backpacks:   Capes
13. Right Weapon:   Weapons
14. Lower Head region (Detail 3, Detail 2)*:   Head
15. Upper Arms (robotic arms):   "Upper Body"
16. Mantle / Collar:   Capes
17. Brooch: Capes
18. Cape / Wings:   Capes
19. Auras:    Special
20. Skirts / Shorts:   "Lower Body"
21. Jackets:   "Upper Body"
22. Sleeves:   "Upper Body"
23. Ears:   Head
24. 2-handed Weapons (Staffs, etc.):   Weapons
25. Left Weapon / Shield:   Weapons / Shields
26. Shield Emblem:   Shields
27. ???:   Weapons
28. Tails:   "Lower Body"

* On the Head a lot of your options change depending on whether you have a helmet, hair, a full mask, etc. Hence one and the same CostumePart can represent different options (eg. CostumePart 9 can either be Detail 1 or Detail 2). For the RegionName though it does not matter...it's always Head.

I am sure we'll eventually fill in the blanks (???), and we might come across some additional variations. In that case I will update this list here.
« Last Edit: June 22, 2013, 09:29:24 PM by Xenos »

Arachnion

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Re: Costume File Formats
« Reply #26 on: June 22, 2013, 09:25:45 PM »
Your list of RegionNames appears highly similar to the one I edited into the OP recently, at the top.

Hmm.. unknown #8 is Face in the list I have, #27 is Two Handed Right Weapon.
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #27 on: June 22, 2013, 09:39:28 PM »
Your list of RegionNames appears highly similar to the one I edited into the OP recently, at the top.

Hmm.. unknown #8 is Face in the list I have, #27 is Two Handed Right Weapon.

The names of each part should be fairly similar, but the main point of my list is the RegionName for each CostumePart section, which is not in your list, and which is needed for the .costume file.

I have not been able to find any costume parts that create a value for #8. If you can let me know one, that would be great, because that would also give me the RegionName. Likewise I have tried a number of weapons...none of which have created a value in #27. Again, if you have a specific part, it would be appreciated.

Thanks.

Arachnion

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Re: Costume File Formats
« Reply #28 on: June 22, 2013, 09:56:47 PM »
Sorry, I don't know anything then to fill #8 and #27 at the moment.

All I noticed is the similarities between lists, is all.

I have 319 costume files, it'd take a long time to go through them all...

If I get some time/a chance to look in a few, I'll see what I can find.

:)
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #29 on: June 23, 2013, 06:31:42 PM »
Considering the time I have spend trying to create .costume files from Sentinel files, I probably could have recreated all my costume files from scratch - but I think I am finally getting somewhere. I don't have the time to write down my (convoluted) method at this point, but I will in the next few days (and just to manage expectations, it's not an easy, quick fix...but maybe someone smarter than me can figure out a way to automate this).

Below are 2 of my characters I did not have .costume files for. All I had was their Sentinel files. Nonetheless I was able to create valid .costume files (that loaded fine in the costume creator) with a text editor.

Here's the original Avenging Aardvark:


And here's the recreated Avenging Aardvark:


And here's the original Wasserman:


And here's the recreated Wasserman:


So, it's possible...and I am excited.  :D

Phaetan

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Re: Costume File Formats
« Reply #30 on: June 23, 2013, 07:02:20 PM »
Thank you for working on this.   Someone managing to automate it would be great, but even whatever your method is should help quite a few people out.

Arachnion

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Re: Costume File Formats
« Reply #31 on: June 23, 2013, 07:46:02 PM »
Fantastic job, Xenos!

Wasserman looks brilliant, I look forward to seeing your method whenever you get around to posting it.

To automate it, someone would need to create a program which does all the steps for you.

Definitely not me, as I have no programming/high skill level tech ability.
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #32 on: June 25, 2013, 05:20:15 AM »
The following is a very early stage (think pre-alpha) description of a method to manually convert the costume information in a Sentinel file into a valid .costume file. This has only been tested on a handful of costumes and may not work in every case. Ultimately I am hoping that someone smarter than me will look at this and turn it into an app of some sorts, but for now the information below should help you recover your costume information.

How to cook up a .costume file from a Sentinel file (using lots of elbow grease).

Ingredients and Utensils:
1 Sentinel .xml file
     (of the character, whose costume you want to convert)
1 costume.txt file (which contains the costume.bin data)
     (kindly created for us by Codewalker, shared by Arachnion and available here: https://www.sugarsync.com/pf/D0133125_936_48375484)
1 plain.costume file (optional)
     (I've created a basic template to use as a basis for my costume files, but you can really use any costume file you have lying around. But this file will help save you some work. You can download it from here: https://www.dropbox.com/s/nt4kypldn71c6lr/plain.costume )
1 good text editor
     (It's up to you what you use, but I recommend that in the least it's able to display line numbers, and that it has a good search function. I am using BBedit, but TextWrangler is a decent free option for the Mac (yep, I am on a Mac). Just don't use MS Word.)
1 Hexdecimal to RGB converter
     (I am using the first search result from Google (http://www.javascripter.net/faq/hextorgb.htm), but there are many other options)
A lot of time and patience.
     (Seriously, I am not kidding.)

Prep:
Open the Sentinel .xml file in your text editor. DO NOT SAVE ANY CHANGES TO THIS FILE. All you want to do is find the costume section. There may be more than one (you just had to have 5 costumes for each of your characters). Each costume section starts with <costume> and ends with </costume>. Copy the costume section for the costume you want to recreate and past it into a new blank text document and save that with whatever name you like. Next, close the .xml file (without saving any changes to it).
Open the plain.costume file (or your own file) in another window of your text editor and save it with a new name (presumably the name of the character whose .costume file you are attempting to create).
And lastly, open the costume.txt (it's a big file).
At this point you have 3 windows open in your text editor and you are ready to start cooking.

For today's demonstration I will use a costume for Maid Mariam (seen in this screenshot from better days).


Here's the code from the Sentinel file I'll be using:
Code: [Select]
<costume>
<bodytype>1</bodytype>
<skincolor>ff537bbf</skincolor>
<scales>13.575571 -1.000000 0.000000 -0.224286 -1.000000 -0.820286 -1.000000 0.014233 0.000000 -0.090000 0.720000 0.120000 0.250000 -0.250000 0.000000 0.000000 0.000000 0.000000 0.660000 0.000000 0.000000 -0.310000 -0.110000 0.000000 0.090000 -0.420000 -0.380000 0.260000 0.000000 0.000000</scales>
<parts count="28">
<part>shorts skin_tights miniskirt_1 00006600 00001a26</part>
<part>Tight tights none 00006600 00001a26</part>
<part>V_fem_Head.GEO/GEO_Head_V_Asym_Standard !v_sf_face_skin_head_02 !V_Face_Small_Mask_2 00006600 00001a26</part>
<part>Smooth skin_wrapped_01a skin_wrapped_01b 00001133 00006600</part>
<part>Folded smooth_01 Blend 00001133 00000000</part>
<part>Tech_01 Tech_01a Tech_01b 00001133 00008cd4</part>
<part>Ponytail Long_01a Long_01b 00003855 00001a26</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00006600 00001a26</part>
<part>Tight base Bullseye 00001133 00008cd4</part>
<part>none none none 00006600 00001a26</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00006600 00001a26</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>ShortSkirt_02 Plain none 00006600 00001a26</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00001133 0000547f 00ffffff 00ffffff WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
</parts>
</costume>
      
Most of the conversion is actually pretty easy. The tricky part is that the .costume file requires 3 datasets for each used CostumePart section that simply are not included in the Sentinel file. The missing information is DisplayName, RegionName and BodySetName. Recreating this information is where it'll get tricky.

Xenos

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Re: Costume File Formats
« Reply #33 on: June 25, 2013, 05:21:08 AM »

Part 1 (the easy part):
Look at the plain.costume file. Any information before the first CostumePart section is easily updated.

Scales: In the .xml file look for the <scales>...</scales> section. You'll find 30 numerical values there. Just cut and paste them to the plain.costume file as follows:

1. Scale
2. BoneScale
3. Not used...it should be 0.000000...simply skip it.
4. ShoulderScale
5. ChestScale
6. WaistScale
7. HipScale
8. LegScale
9. Also not used...0.000000...skip it as well.
From here on we are dealing with 3 values per scale setting:
10-12. HeadScales 
13-15 BrowScales 
16-18. CheekScales 
19-21 ChinScales 
22-24. CraniumScales
25-27. JawScales 
28-30. NoseScales

SkinColor: This is where you'll use your Hex to RGB converter for the first time. In your .xml file, look for <skincolor>...</skincolor>. Copy the last 6 digits (skip the first 2, which should be "ff"), and paste that into your converter. This should give you a value for R(Red) G(Green) and B(Blue). IMPORTANT: in the .costume file ALL color information is stored "backwards", ie. it's B-G-R. So, for Maid Mariam, the Hex value (537bbf) converts to R(83), G(123) and B(191), and you need to put (SkinColor  191,  123,  83) into the .costume file.

NumParts. This is your <parts count="..."> and you should not have to touch it. BAM!, that was easy!

BodyType. Just look for the number between <bodytype>...</bodytype> in your .xml file. 3 choices...0 (Male), 1 (Female), 4 (Huge). Don't even think about giving your character a quick sex change at this point...it'll mess everything up.

And that's all there is to Part 1. For Maid Mariam the head section of the .costume file looks like this:

{
Scale 13.575571
BoneScale -1.000000
ShoulderScale -0.224286
ChestScale -1.000000
WaistScale -0.820286
HipScale -1.000000
LegScale 0.014233
HeadScales  -0.090000,  0.720000,  0.120000
BrowScales  0.250000,  -0.250000,  0
CheekScales  0,  0,  0
ChinScales  0.660000,  0,  0
CraniumScales  -0.310000,  -0.110000,  0
JawScales  0.090000,  -0.420000,  -0.380000
NoseScales  0.260000,  0,  0
SkinColor  191,  123,  83
NumParts 28
BodyType 1

Xenos

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Re: Costume File Formats
« Reply #34 on: June 25, 2013, 05:21:43 AM »
Part 2 (now we're really cooking):

First a quick overview. There are 28 CostumePart sections in the .costume file that matter (there are 2 more sections at the very end that we might consider to the equivalent of our appendix - non-functional), and there are 28 <part>...</part> sections in the .xml file. They match, but each <part>...</part> section is missing some vital information that the CostumePart sections need. Let's just look at Mariam's first CostumePart:

Fx*
Geometry. That's the first value: shorts
Texture1. That's the second value: skin_tights
Texture2. Third value: skin_tights miniskirt_1
DisplayName. Not in the .xml file
RegionName. Also not in the .xml file
BodySetName. And again, not in the .xml file
Color1.  That's a hex value, which we'll have to convert: 00006600
Color2.  Another hex value to convert: 00001a26
Color3  Usually not in the .xml file.
Color4  Usually not in the .xml file.

*Occasionally you'll find a path to an .fx file as the last value in a <part>...</part> section (eg. WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx). That will be the first value in the corresponding CostumePart section (eg. Fx WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx).

Let's look at the missing info:

DisplayName. Good news is, as long as there's something there, it will work. You can just leave the value I put into the plain.costume file (P000000000). And we'll actually fix this "automatically" in the end.

RegionName. Luckily the region names seem to be very consistent for each CostumePart. Here's the complete list, with what specific part they usually represent added in parenthesis:

1. "Lower Body" / "Epic Archetype" (Lower Body)
2. "Upper Body" / "Epic Archetype" (Upper Body)
3. Head / "Epic Archetype" (Head)
4. "Upper Body" / "Epic Archetype" (Gloves)
5. "Lower Body" / "Epic Archetype" (Boots)
6. "Upper Body" / "Epic Archetype" (Belt)
7. Head (Top of Head, ie. Helmet, Hair, Hat, Detail 1, etc.)
8. ??:   ?? (yep, still a mystery, but I've also not seen it used so far)
9. Head (Eye region, ie. Detail 2, Detail 1)
10. "Upper Body" / "Epic Archetype" (Chest Detail)
11. "Upper Body" / "Epic Archetype" (Shoulders)
12. Capes (Backpacks)
13. Weapons (Right Weapon)
14. Head (Lower Head region, ie. Detail 3, Detail 2)
15. "Upper Body" (Upper Arms, ie. robotic arms)
16. Capes (Mantle / Collar)
17. Capes (Brooch)
18. Capes (Cape / Wings)
19. Special (Auras)
20. "Lower Body" (Skirts / Shorts)
21. "Upper Body" (Jackets)
22. "Upper Body" (Sleeves)
23. Head (Ears)
24. Weapons (2-handed Weapons)
25. Weapons / Shields (Left Weapon or 2-handed Weapons / Shield) 
26. Weapons / Shields (Left Weapon / Shield Emblem)
27. Weapons (??)
28. "Lower Body" (Tails)

One variable I found are the special Arachnos Epic Archetype costumes, which use "Epic Archetype" for most CostumeParts. And we have another variable in CostumePart #25, which can either be a Weapon or a Shield. The rest you can just copy from this list, if it's not already in the plain.costume file.

BodySetName. This is the one that will give you a headache, and I will get back to it later. For now, let me give you the good news. All the CostumeParts that share the same RegionName, will also share the same BodySetName! That significantly cuts back on how many BodySetNames you have to figure out. This is a lifesaver.

Color3. Color4. Unless there is a value for those in the .xml file, they don't matter and you can leave the values at 0.

First pass (where we ignore the color fields).
Now we need to figure out the BodySetName values. I usually start with the "Lower Body" RegionName (which is what the first CostumePart is). For this, we turn to the costume.txt file and yet another aside:

There is a basic structure to all the information in the costume.txt file. For each body type, you have different regions that are numbered (eg. Region 0). Within each Region, you have different BoneSets that are also numbered (eg. BoneSet 0). Within each BoneSet, you have GeoSets (eg. GeoSet 0). And finally within each GeoSet, you have Info sections and sometimes Mask sections (eg. Info 0).

So the structure looks basically like this:

-------- Region 0 --------
   -------- BoneSet 0 --------
      -------- GeoSet 0 --------
         -------- Info 0 --------
         -------- Info 1 --------
         -------- Info 2 --------
      -------- GeoSet 1 --------
         -------- Info 0 --------
         -------- Info 1 --------
         -------- Info 2 --------
   -------- BoneSet 1 --------
      -------- GeoSet 0 --------
         -------- Info 0 --------
         -------- Info 1 --------
         -------- Info 2 --------
      -------- GeoSet 1 --------
         -------- Info 0 --------
         -------- Info 1 --------
         -------- Info 2 --------

In each Info section, there's a fairly unique combination of details for each part. What matters to us are these lines:
                    Geo = xxxxx
                    Tex1 = xxxxx
                    Tex2 = xxxxx
                   
These correspond to Geometry, Texture1 and Texture2 in our .costume file and the first 3 values in each <part> section in the .xml file. This correlation is not always perfect, but it's good enough that we can start figuring out within which BoneSet section our costume pieces reside. Once we find a match, we just need to follow up the tree (and this could be a long way up...), until we find the BoneSet section that it's part of. The Name, which is the first line below the BoneSet, gives us the BodySetName we are looking for.

I hope you got this...if not, pour yourself a drink and read it again. ;)

Let's try this with the "Lower Body" for Maid Miriam. Open up your search box for the costume.txt document and copy these 3 lines into it:
                    Geo = xxxxx
                    Tex1 = xxxxx
                    Tex2 = xxxxx
The empty spaces matter (at least with BBedit), so don't mess with them.

Copy and paste the values from the first <part> section over the "xxxxx". Your search query should look like this:
                    Geo = shorts
                    Tex1 = skin_tights
                    Tex2 = miniskirt_1
Now hit Find All, and in this case you'll get 2 results. When you scroll up (I suggest using the "page up" button for fast, controlled scrolling) to the corresponding BoneSet Name, you'll find "NewSkirts" for one of the results, and "Tights/skin" for the other result. Sometimes there will be more than one option, though I more often than not have been lucky on the first try.

So we look for another <part> section that we know relates to the "Lower Body". How about #20, which we know is specific to skirts. In this case our search query will look like this:
                    Geo = ShortSkirt_02
                    Tex1 = Plain
                    Tex2 = mask
(*I've found that when a value for Tex2 is none in the .xml file, it usually can be replaced by mask. If that gets you no results, just omit the Tex2 line)
And we only have 1 result which belongs to the NewSkirts BoneSet. Now we know that for all CostumeParts that have the "Lower Body" RegionName, the BodySetName value will be NewSkirts.

Ok, onto the "Upper Body". Let's search for:
                    Geo = Tight
                    Tex1 = tights
                    Tex2 = mask
Shoot, 8 results. If we look closely though, we see that most of them are of the Tight BoneSet. The only other option is the Bolero BoneSet, which would probably have a corresponding value that gives more details of the Bolero in another <part> section, so we can  deduce that the BodySetName value is be Tight. That again goes for all CostumeParts with the "Upper Body" RegionName.

And onto the Head. I've found that using the third <part> section for your search usually returns too many options for the head. So I  start with another <part> section that relates to the head, in this case section #7:
                    Geo = Ponytail
                    Tex1 = Long_01a
                    Tex2 = Long_01b
9 results...I sure picked the perfect costume for this demonstration. :roll: But when we look closer, we see that once we eliminate all the options that relate to Male, Huge or Arachnos bodies, we are left with 2 options: Standard or PointyEars. I see no other reference to pointy ears anywhere, so I am assuming that the BodySetName for all CostumeParts with the Head RegionName is Standard.

Ok, that was the hardest part. What other regions are left? I see a Weapons, so lets figure that out. In this case we just search for the .fx file:
WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx
We get 6 results, all with the BoneSet Name Weapons. So the BodySetName is Weapons.

You may also have Shields, Capes of Special section values, and you can figure them out with the same methods.

At this point you should be able to convert all the information that does not relate to color.

In the Second Pass we deal with colors.
Unless you decided to use every color in the rainbow for your costume, there will be a limited amount of colors to convert. Use the same method as described for the SkinColor (Remember B-G-R). If you do them all in one go, it'll be easy to copy and paste. You only need to transfer color information that you find in the .xml file. Leave anything has no value or a 00000000 value alone. For Maid Miriam only the Weapon section has 4 color values. Transfer all 4 color values in that case.

And that's it...you now should have a functioning .costume file. Don't forget to save it.

Here's what Maid Mariam's .costume file looks like:
Code: [Select]
{
Scale 13.575571
BoneScale -1.000000
ShoulderScale -0.224286
ChestScale -1.000000
WaistScale -0.820286
HipScale -1.000000
LegScale 0.014233
HeadScales  -0.090000,  0.720000,  0.120000
BrowScales  0.250000,  -0.250000,  0
CheekScales  0,  0,  0
ChinScales  0.660000,  0,  0
CraniumScales  -0.310000,  -0.110000,  0
JawScales  0.090000,  -0.420000,  -0.380000
NoseScales  0.260000,  0,  0
SkinColor  191,  123,  83
NumParts 28
BodyType 1
CostumePart ""
{
Geometry shorts
Texture1 skin_tights
Texture2 miniskirt_1
DisplayName P000000000
RegionName "Lower Body"
BodySetName Tight
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tight
Texture1 tights
Texture2 none
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_02
Texture2 !V_Face_Small_Mask_2
DisplayName P000000000
RegionName Head
BodySetName standard
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Smooth
Texture1 skin_wrapped_01a
Texture2 skin_wrapped_01b
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  0,  102,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Folded
Texture1 smooth_01
Texture2 Blend
DisplayName P000000000
RegionName "Lower Body"
BodySetName Tight
Color1  51,  17,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tech_01
Texture1 Tech_01a
Texture2 Tech_01b
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  212,  140,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Ponytail
Texture1 Long_01a
Texture2 Long_01b
DisplayName P000000000
RegionName Head
BodySetName standard
Color1  85,  56,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tight
Texture1 base
Texture2 Bullseye
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  212,  140,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Weapons
BodySetName Weapons
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry ShortSkirt_02
Texture1 Plain
Texture2 none
DisplayName P000000000
RegionName "Lower Body"
BodySetName Tight
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName "Upper Body"
BodySetName Tight
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Weapons
BodySetName Weapons
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Weapons
BodySetName Weapons
Color1  51,  17,  0
Color2  127,  84,  0
Color3  255,  255,  255
Color4  255,  255,  255
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Shields
BodySetName "Cavalier Shield"
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName Weapons
BodySetName Weapons
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P000000000
RegionName "Lower Body"
BodySetName Tight
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


}

« Last Edit: June 25, 2013, 05:36:53 AM by Xenos »

Xenos

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Re: Costume File Formats
« Reply #35 on: June 25, 2013, 05:22:14 AM »
Finishing touches.

Fire up Icon, and create a character of the correct gender (male/female/huge) and load your new costume file. If you are lucky it'll load without a hitch or any warnings.

With Maid Miriam I was not quite that lucky. It loaded fine, but I got a warning that the Costume Creator could not find a match for parts (1,pants) (20, skirt). I think this happend because this was an older costume, which did not reflect the current version of the costume creator. You'd gotten the same message if you had opened up this costume in the tailor. This is luckily a quick fix in the costume creator.

If your Weapon or Shield does not show up properly, select the appropriate weapon in the costume creator and reload the costume file. Eventually the Weapon should show up with the correct colors. It's a little wonky...don't know why.

After you are happy with the costume in the costume creator, Save the costume with a new name. Below is the Maid Mariam New.costume - please note that every instance of DisplayName has now a proper value (I told you we'd fix that):
Code: [Select]

{
Scale 13.58
BoneScale -1
ShoulderScale -0.2243
ChestScale -1
WaistScale -0.8203
HipScale -1
LegScale 0.01423
HeadScales  -0.09,  0.72,  0.12
BrowScales  0.25,  -0.25,  0
CheekScales  0,  0,  0
ChinScales  0.66,  0,  0
CraniumScales  -0.31,  -0.11,  0
JawScales  0.09,  -0.42,  -0.38
NoseScales  0.26,  0,  0
SkinColor  191,  123,  83
NumParts 28
BodyType 1
CostumePart ""
{
Geometry shorts
Texture1 skin_tights
Texture2 bikini_3
DisplayName P1525729866
RegionName "Lower Body"
BodySetName NewSkirts
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tight
Texture1 Tights
Texture2 none
DisplayName P566009771
RegionName "Upper Body"
BodySetName Tight
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_02
Texture2 !V_Face_Small_Mask_2
DisplayName P687117166
RegionName Head
BodySetName standard
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Smooth
Texture1 skin_wrapped_01a
Texture2 skin_wrapped_01b
DisplayName P3937616722
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  0,  102,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Folded
Texture1 smooth_01
Texture2 none
DisplayName P2104750136
RegionName "Lower Body"
BodySetName NewSkirts
Color1  51,  17,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tech_01
Texture1 tech_01a
Texture2 tech_01b
DisplayName P177456852
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  212,  140,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Ponytail
Texture1 Long_01a
Texture2 Long_01b
DisplayName P2681220175
RegionName Head
BodySetName standard
Color1  85,  56,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2793026233
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry Tight
Texture1 Base
Texture2 Bullseye
DisplayName P2281134661
RegionName "Upper Body"
BodySetName Tight
Color1  51,  17,  0
Color2  212,  140,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P772741860
RegionName "Upper Body"
BodySetName Tight
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P3890352428
RegionName Weapons
BodySetName Weapons
Color1  31,  31,  31
Color2  227,  227,  227
Color3  31,  31,  31
Color4  227,  227,  227
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2371314042
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry ShortSkirt_02
Texture1 plain
Texture2 none
DisplayName P3930658043
RegionName "Lower Body"
BodySetName NewSkirts
Color1  0,  102,  0
Color2  38,  26,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P1848153390
RegionName Head
BodySetName standard
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1  31,  31,  31
Color2  227,  227,  227
Color3  31,  31,  31
Color4  227,  227,  227
}


CostumePart ""
{
Fx WEAPONS/Custom_Bow/Fem_Bow_Longbow01.fx
Geometry none
Texture1 none
Texture2 none
DisplayName P974978278
RegionName Weapons
BodySetName Weapons
Color1  51,  17,  0
Color2  127,  84,  0
Color3  255,  255,  255
Color4  255,  255,  255
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P1164533673
RegionName Shields
BodySetName "Cavalier Shield"
Color1  31,  31,  31
Color2  227,  227,  227
Color3  31,  31,  31
Color4  227,  227,  227
}


CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P2864400186
RegionName Weapons
BodySetName Weapons
Color1  31,  31,  31
Color2  227,  227,  227
Color3  31,  31,  31
Color4  227,  227,  227
}


CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P546439883
RegionName "Lower Body"
BodySetName NewSkirts
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


CostumePart ""
{
Color1  0,  0,  0
Color2  0,  0,  0
Color3  0,  0,  0
Color4  0,  0,  0
}


}



And here's a picture of the recreated Maid Miriam in the same old spot.


Looking back at all the instructions, I doubt that anyone will be crazy enough to attempt this themselves. But, as I had said before, maybe one of our more technical friends can use this information to cook up a little app that will do the heavy lifting for us. I am more than happy to answer any questions, or help out where I can...but a coder I am not.

In any case, I hope it helps someone. It was a fun puzzle for me. Night all.
« Last Edit: June 25, 2013, 05:41:31 AM by Xenos »

Turjan

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Re: Costume File Formats
« Reply #36 on: June 25, 2013, 12:05:21 PM »
Looking back at all the instructions, I doubt that anyone will be crazy enough to attempt this themselves.

Crazy enough?

Well, I suppose someone has to point this out - just look around you here chum...you're in an asylum ;)

When it comes to crazy, this place makes Arkham look like Sanity City  ;D

Your work epitomises the very essense of the mad scientist, plotting the reanimation of heroes with a zeal that would make Victor Frankenstein proud. Moar power to you sir - it's alive...it's ALIIIIIVE!!!  8)

Arachnion

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Re: Costume File Formats
« Reply #37 on: June 25, 2013, 07:44:23 PM »
Wow.

Great stuff, Xenos.

:)
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #38 on: June 26, 2013, 03:29:08 PM »
When it comes to crazy, this place makes Arkham look like Sanity City  ;D

I guess that explains why I keep coming back.  ;)

All kidding aside, if someone is crazy enough to try it, i'd love to hear how it worked for them.

As an FYI, I timed my last conversion...and it took me about 40 minutes. (Ouch!)

Phaetan

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Re: Costume File Formats
« Reply #39 on: June 26, 2013, 04:22:35 PM »
With all due respect to Xenos, I'm really hoping someone can (at least partially) automate this, or at least write another guide.  I tried it on a sentinel file last night, but got pretty lost partway through.

EDIT: And when looking for a matching boneset, try just using "Find Previous" for "boneset" after finding the right Geo/tex1/tex2 listing.
« Last Edit: June 26, 2013, 06:10:16 PM by Phaetan »

Tacitala

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Re: Costume File Formats
« Reply #40 on: June 26, 2013, 05:18:36 PM »
Likewise I have tried a number of weapons...none of which have created a value in #27. Again, if you have a specific part, it would be appreciated.

I looked at some costume files of mine for a pair of characters that have two weapons (double pistols and claws).  On both of them, #27 was blank.  However their right hand weapon was never listed anywhere in the files and, in addition, when I loaded their costume file their right hand weapons was listed as "cannot find part".  This may then be some sort of error in the costume creator where it is not correctly generating the right hand weapons.  I'm going to manually edit in a #27 value as if it was the right hand version of their weapons in a little and give an update on what I find.

Edit for update: No luck :( but I'm pretty sure that's what's going on though: the costume creator isn't generating the right hand weapon correctly.  Luckily, as the colors are the same, all you should have to do select the correct right hand weapon.

A random side note on translating colors between hex and B/G/R- rather than looking for a translator you can also see if you have a graphics program on you computer already that could do the swap in a palate/color selector tool.
« Last Edit: June 26, 2013, 06:01:53 PM by Tacitala »
"And I, of course, am innocent of all but malice."
- Princess Fiona of Amber

Arachnion

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Re: Costume File Formats
« Reply #41 on: June 26, 2013, 06:18:00 PM »
With all due respect to Xenos, I'm really hoping someone can (at least partially) automate this, or at least write another guide.  I tried it on a sentinel file last night, but got pretty lost partway through.

EDIT: And when looking for a matching boneset, try just using "Find Previous" for "boneset" after finding the right Geo/tex1/tex2 listing.

Yeah, it is a tremendous amount of work, for one costume.

:P
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Xenos

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Re: Costume File Formats
« Reply #42 on: June 26, 2013, 06:19:52 PM »
With all due respect to Xenos, I'm really hoping someone can (at least partially) automate this, or at least write another guide.  I tried it on a sentinel file last night, but got pretty lost partway through.

You should have had that drink I was mentioning.  ;)

Let me know where you got stuck, or post the <costume> section from you .xml file and the current state of your .costume file (I'd recommend using the code tags for that), and I'll see if I can point you the right direction.

Quote
EDIT: And when looking for a matching boneset, try just using "Find Previous" for "boneset" after finding the right Geo/tex1/tex2 listing.

Great suggestion.

Xenos

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Re: Costume File Formats
« Reply #43 on: June 26, 2013, 06:25:47 PM »
I looked at some costume files of mine for a pair of characters that have two weapons (double pistols and claws).  On both of them, #27 was blank.  However their right hand weapon was never listed anywhere in the files and, in addition, when I loaded their costume file their right hand weapons was listed as "cannot find part". 

The right hand weapon should be in CostumePart #13. My Claw character has Right Weapon in #13 and Left Weapon in #25. My Dual Pistol has Right Weapon in #13 and Left Weapon in #26.
« Last Edit: June 26, 2013, 06:34:14 PM by Xenos »

TonyV

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Re: Costume File Formats
« Reply #44 on: June 26, 2013, 06:30:45 PM »
With all due respect to Xenos, I'm really hoping someone can (at least partially) automate this...

I chatted with Guy Perfect this morning, who wrote Sentinel and is extremely familiar with the various formats being used.  We have the knowledge available to do this conversion.  I'll see if I can get something rolling.

Xenos

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Re: Costume File Formats
« Reply #45 on: June 26, 2013, 06:35:28 PM »
I chatted with Guy Perfect this morning, who wrote Sentinel and is extremely familiar with the various formats being used.  We have the knowledge available to do this conversion.  I'll see if I can get something rolling.

That would be extremely exciting!

Thanks for looking into this.

Phaetan

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Re: Costume File Formats
« Reply #46 on: June 26, 2013, 06:41:27 PM »
I'll see if I can get something rolling.

Please and thank you.

Arachnion

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Re: Costume File Formats
« Reply #47 on: June 26, 2013, 07:54:40 PM »
Please and thank you.

This.

EXCITEMENT!

8)
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Tacitala

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Re: Costume File Formats
« Reply #48 on: June 26, 2013, 10:48:10 PM »
The right hand weapon should be in CostumePart #13.

I was hoping that would clear up #27 should be.  I was also hoping that it would clear up why the costume creator keeps resetting my right hand weapon.

But thank you for working this out and the walk through guide.  :)
"And I, of course, am innocent of all but malice."
- Princess Fiona of Amber

Pengy

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Re: Costume File Formats
« Reply #49 on: June 27, 2013, 01:16:51 AM »
I was hoping that would clear up #27 should be.  I was also hoping that it would clear up why the costume creator keeps resetting my right hand weapon.

But thank you for working this out and the walk through guide.  :)
The .costume file for my Dirty Pair Kei homage has her right pistol in slot 27.
It seems to load correctly.
My male Two Blade Kid has his sword in slot 13 and his dagger in 25.
Edit: If I make a female Dual Blades scrapper, the same slots are used as the male.

Codewalker

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Re: Costume File Formats
« Reply #50 on: June 27, 2013, 01:22:59 AM »
I was hoping that would clear up #27 should be.  I was also hoping that it would clear up why the costume creator keeps resetting my right hand weapon.

#27 is WepR_2 aka Two Handed Right Weapon.

It's used by Arachnos Maces and the right hand weapon for Dual Pistols.

Technically Blaster and Defender Dual Pistols use #26 and #27 for their weapons. Corruptor Dual Pistols uses #26 and #13 for its weapons. Might be why it's broken for loading them.

Every other dual weapon set (including Thugs MM's pistols) in the game uses #25 (WepL) and #13 (WepR). I have no idea why Dual Pistols is set up that way. I probably don't want to know.

Edit: Thinking about it, the corruptor discrepancy is probably because of the Arachnos mace. That means that a blaster or defender who went redside and got mace mastery would have some... issues... with their gun.  :o

Phaetan

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Re: Costume File Formats
« Reply #51 on: June 27, 2013, 01:58:18 AM »
I can vouch that the character Taci speaks of is a Dual Pistol/Storm Corruptor (what a fun character to see on a rampage...)  She'd not chosen any Patron/Ancillary Pools yet.

It doesn't look like your explanation covers why her right pistol keeps glitching.  Weird.

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Re: Costume File Formats
« Reply #52 on: June 27, 2013, 04:01:47 AM »
Every other dual weapon set (including Thugs MM's pistols) in the game uses #25 (WepL) and #13 (WepR). I have no idea why Dual Pistols is set up that way. I probably don't want to know.

I am sure that a game that evolved over 8 plus years, or 24 issues, has developed some quirks in it's code. And yes, you are right...as long as it works, it's probably best not to look too closely.

Thanks for the background info though.

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Re: Costume File Formats
« Reply #53 on: July 14, 2013, 02:54:14 PM »
I chatted with Guy Perfect this morning, who wrote Sentinel and is extremely familiar with the various formats being used.  We have the knowledge available to do this conversion.  I'll see if I can get something rolling.

And I didn't think I could love Titan Network more than I already did!

JadeFalcon

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Re: Costume File Formats
« Reply #54 on: August 14, 2013, 12:54:12 AM »
Leandro made this .cohdemo -> .costume converter back in 2009. I'm able to use old costumes saved with it that gave invalid parts errors at the tailor using the /loadcostume command in Icon. So it can still be handy to have even though it won't work with costumes containing more recently added parts.

Thank you for making this, Leandro.

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Re: Costume File Formats
« Reply #55 on: February 13, 2014, 04:24:07 AM »
I chatted with Guy Perfect this morning, who wrote Sentinel and is extremely familiar with the various formats being used.  We have the knowledge available to do this conversion.  I'll see if I can get something rolling.

Does anyone know if this ever got rolling. I dont have the technical knowledge of how to work all the files.. I just wish there was a way I could upload the costume info into Icon and get my costumes again..

HEATSTROKE

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Re: Costume File Formats
« Reply #56 on: February 13, 2014, 08:43:56 PM »
anyone ??

saipaman

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Re: Costume File Formats
« Reply #57 on: February 14, 2014, 04:36:08 PM »
I think it died on the vine.