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Post by elijaaah on Apr 19, 2023 23:23:38 GMT -5
Hello! A significant amount of time ago, I posted this thread on making a decorative item functional and received these very useful steps:
Now, I'm trying to do something similar again and can't figure out how the responding person got the code in Step 3.
Using 3.2.0.6 Star.
Edit: I've tried finding it in SimulationFullBuild0, but it doesn't appear to be there -- maybe because I'm looking for a DLC item?
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Post by shkatzchen on Apr 20, 2023 2:39:39 GMT -5
I don't know the answer, but if whomever does know doesn't mind explaining the entire post you quoted that from, I'd love a better explanation of why you needed to do that.
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Post by elijaaah on Apr 20, 2023 15:08:44 GMT -5
I don't know the answer, but if whomever does know doesn't mind explaining the entire post you quoted that from, I'd love a better explanation of why you needed to do that. I'm pretty sure it's just like texreffing (which I do a lot when recoloring hairs,) just referencing model ID instead of texture ID. Smaller package because it just references a pre-existing asset instead of fully duplicating it, and you don't need to mess with cut numbers and normals (which were what was messing me up when exporting and importing a mesh previously.)
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