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报告翻译问题
You'll know if a User Tuning has compound masks if more than one yellow option is available to the bottom right of the Tuner. It's likely you quick-tuned from an apparel item that was using the OnSkinFull (full body skinsuit) Def included with THIGAPPE. It has a compound mask to render a leg-covering graphic underneath the main apparel item.
You can simply delete it by entering the compound mask selector (available from the second wide orange button in the render controller) and deleting the only entry there. Alternatively, you could select it and then reverse its position using the yellow option with a check mark.
Is there a way to disable the automatic pants rendering for specific apparel items only (like this dress), without having to turn off the automatic pants option globally for all apparel?
@Contrarion
Hello there! Pants should already be masked as pants, and shirts should already be masked as shirts. Could you please explain your objective in a bit more detail? Knowing what items you're working with and having some screenshots might help, too.
Essentially i'm a bit confused by the mask part of things for making it myself, i've done for other games before but i'm unsure what parts are needed and how they will then implement in-game with the tuner, like pants, top, full body, etc.
I assume you've already found the APP Guide [gitlab.com]. May I know where you're finding trouble in creating your own extension? I'd be happy to offer guidance!
I've tried to add support myself but i'm struggling to pull it off.
Will let you know if i figure it out prior to support being added "if" it's added so that you may integrate it if you wish.
Hello there! You should be able to negate the issue you're having with those kiiro items by disabling the pants layer fix in the mod options.
I will go ahead and add that apparel collection to the exemption list for the next update, but also be aware that the User Tuner can exempt entire packageIDs of apparel mods!
Feel free to post back here again if you find out what caused it!
Any way to fix this? https://imgur.com/a/E1qnEff
Basically, I'm running THIGAPPE in a large modlist with Big and Small Genes, which has a gene that prevents pawns from wearing armor, alongside a bunch of other mods. The issue I was having was that some combination of my mods was making THIGAPPE's automatic armor detection add the ArmorCoverageFlag to a bunch of non-armor apparel, and Big and Small would see that flag and go "hey, that's armor, your pawn can't equip that!" So I ended up writing an XML patch to go in after THIGAPPE's tagging is done and remove the tag from the non-armor items. It's just one of those weird edge cases you run into when you have like 700 mods all smashed together.
With the Tuner, you'd have more precise control over how those items render aside from just exempting. Since I wasn't sure of your use case or technical ability, I thought an accessible and versatile solution would be best. But of course, if you're able and willing to write XML patches instead, that's even more control!
THIGAPPE detects armor via one of two ways depending on APP Utilities' settings. When using tag-based detection, THIGAPPE affects armor by through special tags set beforehand based on the presence of full-body coverage and certain armor keywords in the item's label/description. When not using tag-based detection, THIGAPPE instead uses an internal masterlist of specific apparel items that should be recognized as armor.
@XaocuT's Show
Hi! I replied a few pages ago, but it's buried by now. For posterity, this was what I said:
1. On any Rimmu-Nation pants item in a pawn's gear menu, click the User Tuner button and select "(Quick-tune mod ID) From current APP Def". Name it something distinct.
2. Select the apparel target button (second green button from the top), then the "Tags (OR)" option. Make sure "THIGAPPE_PantsFlag" is checked. The User Tuning is now scoped only to items with the Rimmu-Nation package ID and the pants flag automatically added by THIGAPPE.
3. Enable the texPath override (third blue button from the top). This causes the User Tuning to use the dropped item graphic as a source for the apparel texture.
4. Right click the graphic override button (second blue button from the top) and select "Clear all" to prevent the User Tuning from using THIGAPPE's default pants override texture.
Your end result should look like this [imgur.com].
Hello again! It depends on what you mean by "other body figures," but in essence, yes, this is exactly what APP is for! Could you elaborate a bit on your use case?
@三宝
I'm so happy to hear that! I'm always eager to hear suggestions and I happen to have specific answers for both of yours:
1. I've been very concerned people might have this misconception! You can actually modify your incrementations by 10x, 100x, or 1000x by using the control and shift keys. Despite the 0.01 incrementation being the default, you'll very rarely need to adjust by such small values. I intend to make note of this somewhere obvious - probably in the User Tuner intro popup.
2. These are features I've thought of, too, and would absolutely love to add. However, this represents a very fundamental framework addition, and it would be incredibly difficult to implement properly given that I do not control the source code. It would be a feature much more likely to be included in a spiritual successor to Apparel Paper Pattern than anything I add to APP/APP Utilities.
Thank you so much for the feedback! If you notice anything else, please tell me!
Wow, this is a fantastic report! It really helps inform me, thank you so much! I'll need the original stack trace for that error message you posted, but since you provided a short list with which I can replicate the problem, I will gladly do some testing myself to get to the bottom of this.
However, I encountered a few issues during use, so I’d like to offer some suggestions and feedback.
1.
Using the +/- buttons to zoom, pan, or adjust vertical displacement requires too many clicks.
Could you add more precise numerical controls? For example, allowing direct numeric input would be much more efficient.
2.
I noticed the tool lacks rotation (left/right) and stretching/warping functions.
This makes texture adjustments particularly troublesome—especially when aligning textures for body types and clothing with significant differences. These features are essential for such cases.
(The above content was machine-translated.)
<ModsConfigData>
<version>1.6.4543 rev1057</version>
<activeMods>
<li>brrainz.harmony</li>
<li>ludeon.rimworld</li>
<li>ludeon.rimworld.royalty</li>
<li>ludeon.rimworld.ideology</li>
<li>ludeon.rimworld.biotech</li>
<li>ludeon.rimworld.anomaly</li>
<li>ludeon.rimworld.odyssey</li>
<li>ancot.ancotlibrary</li>
<li>erdelf.humanoidalienraces</li>
<li>nals.realisticbody</li>
<li>nalsnoir.apparelpaperpattern</li>
<li>wrk.appbodytypeoverrider</li>
<li>wrk.thigappe</li>
<li>ancot.milirarace</li>