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312 bytes added ,  13:27, 2 May 2024
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You can add mesh replacement, which work kind of like the texture atlas, but allow the player to replace entire meshes + materials for a piece of furniture. This feature is only available as of Beta 1.7.35.
 
You can add mesh replacement, which work kind of like the texture atlas, but allow the player to replace entire meshes + materials for a piece of furniture. This feature is only available as of Beta 1.7.35.
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Replacements are grouped together, replacement groups can be mapped to one or more furniture. As an example, all stairs in the game use 2 replacement groups: "Stairs" and "Railings". Each group contains a list of possible replacements for that group. The replacement has a thumbnail for the UI and a material that all meshes that get replaced will use, when that replacement is active. Each replacement also has a list of mesh replacements, which tell the game which objects should use which mesh when that replacement is active.
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Replacements are grouped together, replacement groups can be mapped to one or more furniture. As an example, all stairs in the game use 2 replacement groups: "Stairs" and "Railings". Each group contains a list of possible replacements for that group, e.g. "metal", "glass", "fence". The replacement has a thumbnail for the UI and a material that all meshes that get replaced will use, when that replacement is active. Each replacement also has a list of mesh replacements, which tell the game which objects should use which mesh when that replacement is active, e.g "Stairs", "Platform" and "Support" for the "Stairs" replacement, and "Pole" and "Railing" for the "Railing" replacement.
    
So the overall structure is:
 
So the overall structure is:
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Note that each mesh can optionally have LOD1 and LOD2 defined. The Thumbnail should either be defined as "Thumbnail" or "ThumbnailRGB", depending on whether it should be RGB color mapped in the selection menu.
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Note that each mesh can optionally have LOD1 and LOD2 defined and that all meshes in a replacement uses the same material, so if you have multiple meshes for one replacement, they need to share materials and textures. The Thumbnail should either be defined as "Thumbnail" or "ThumbnailRGB", depending on whether it should be RGB color mapped in the selection menu.
    
To make replacements work for your furniture, edit your furniture in the furniture editor and under the Replacement Options tab for your furniture add however many Replacement groups the furniture will use and add a default selection for each, in the same order. Then go to your mesh and select which mesh replacement it will be mapped to. As an example the telephone furniture could use the "TelephoneReplacementGroup" group, with "OldTelephone" as its default and then its keypad and handle meshes would be mapped to "KeyPad" and "Handle" mesh replacements.
 
To make replacements work for your furniture, edit your furniture in the furniture editor and under the Replacement Options tab for your furniture add however many Replacement groups the furniture will use and add a default selection for each, in the same order. Then go to your mesh and select which mesh replacement it will be mapped to. As an example the telephone furniture could use the "TelephoneReplacementGroup" group, with "OldTelephone" as its default and then its keypad and handle meshes would be mapped to "KeyPad" and "Handle" mesh replacements.

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