安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
											




The original "Matte" texture having no normal map was an error on my part - that was always intended to be there. I am open to adding it back though. Out of curiosity, would you want that on just the original "Matte" or also the new "Polyester"? (I am concerned that one with no texture weave would look an awful lot like the smooth "Latex".)
* The lighting flicker on the matte version is fixed.
* A new texture - "Polyester" has been added. This is basically the same thing as "Matte" except it's just a bit glossy, though nothing close to even the most matte of the latex textures.
* An extra entry for the hip holster was removed. It was no different than the standard (non-gold) version, despite having the gold version's icon.
* The "small" foot pads were using the "large" version's mesh - this has been fixed.
The README has been updated.
It turns out UE's PAK system is really very good at compressing duplicate data, so the PAK file didn't shrink in size nearly as much as the source data did, but it's still only about 60% as big as it would have been otherwise.
* A new 80% opacity for the latex styles. Numbering for opacity levels now goes from 1 to 5, with 5 being fully opaque instead of 4. (4 is now the 80% value.)
* A new glove clothing slot option for all versions.
* A new matte material, indicated by a solid black circle with no opacity number. The default colors are dark, but it is fully color changeable.
* The nylon suit now supports all slot options.
The matte material looks best with relatively dark colors. For reasons not clear to me, using light colors on it tends to lighting effects on it to flicker. If I figure out the cause, I'll fix it, but for now I recommend sticking to dark tones.
There is also a PDF README file included with the PAK. You can find it in your workshop files at location <STEAM_LIBRARY>/steamapps\workshop\content\2254890\3590822580\README.pdf. Mostly what's in there is what's in the description here, but with pictures of the icons and such.
I am, and more. I should have an update in the next day or so.
Yeah, no damage version yet. It's coming, though. I currently plan to make distinct damage and no-damage versions.
The nylon texture's normal map is fairly high-rez (4096 x 4096) while the latex normal maps are 2048 x 2048. I have a relatively modest 8GB VRAM GPU and it handles them OK, so I'll be surprised if that's the issue, but maybe?
I have ideas here for a matte version and will look into it soon. I wouldn't make it black by default, but you should be able to make it any color, including black.
Infraredz.
Do you see visual noise in all versions, or just certain ones?
I have tweaked my UE render settings. (Check out the "Anti-Aliasing Preset Pack" on Nexus - a lot of settings I used came from that pack.)
I will try setting my visuals back to default and check how the suit looks - I don't want to require people to have other mods installed for mine to look decent!
Clarifying question - if you were able to get just one option - 80% transparent or mounted in the glove slot, which would you prefer? I may do both, but maybe not at the same time.
I probably won't make the gloves and the rest of the body suit into separate parts.I think that may create a visible seam that I'd rather avoid. But I will at least experiment to confirm.
Creating it from Jodi's own mesh is the best way to ensure that it can be both tight to the body and do mostly the right things with transferred weight maps. I started with a very different version not built this way and I ended up scrapping it because clipping was out of control unless I made it stand much further away from the body.
Note that it not a total clone. For example, the toe covers are completely new mesh. The thick edge around the neck is obviously new (and was a pain to wight map). But most of it being directly based on Jodi's mesh was a very conscious technical choice.
Can you be specific about what you mean by "no additional hidden files"? Other than a few textures, I didn't think I left anything unused behind. If you mean the diplicate bodysuit meshes, those are required due to the way the game supports clothes mods - we can't say "use this same mesh with these different textures". We have to fully clone the mesh for each texture.
I'll take a look at adding 80%. This adds a whole bunch of variations if I follow the existing pattern of making all four slots and three textures available for it, so I don't want to add too many variations like this.
Rogue Stave,
I do plan to separate out the "Misc" stuff into its own mod. At least the holster, chokers and the headset. I've been working on this a long time and just wanted to get it out there so I left it a monolith for now.
I don't have any specific plans for more misc items, but I'm at least open to the idea!