How to add a new meshgroup for transparency:
- Enable sync in the UV editor;
- Select uvs of the area you want to be see-through and move them away from where the skin texture is. You can see where the body is unwrapped on
the template;
- With these uvs still selected, in 3d view Mesh - Separate - Selection;
- Select the separated meshgroup and give it a different cut. To keep things simple, lets say there was only one meshgroup with cut 0, so you give the separated one cut 1;
- In s4s click on CAS and filter the catalog by 1 meshgroup and an Outfit category this item belongs to, clone something;
- Tools - Modding - Embed externally reference resources;
- Click on the first Geometry in the list, then on Duplicate. Change the last digit of Group to 1, hit Ok. If it won't let you, use a different number;
- Do the same with the second geometry, changing the digit to 2. You do not need to add them to LOD2 and LOD3;
- Select Region map, in Data tab to the right-hand-side click on Edit items. In the opened window click on Edit items again;
- Select the first entry in the list, click on Copy. Do the same with the second one;
- Select the first duplicated entry ( fifth ), change the last digit of Group to 1. Select the sixth, change to 2, save, close Region map window;
- Select CAS part, in the search bar type in LOD, click on Edit items;
- Select LOD 0, then on Edit items next to LodModels;
- Copy an existing entry, change the last digit to 1, save. Do the same with LOD 1, changing the digit to 2. Save, close these windows;
- Select the first of the duplicated geometries, type in Shader, change it to Simglass. Do the same with the second geometry;
- Now you can import your blend files and create new swatches.