Dynamic Cosmetics Editor for Custom Models#1617
Open
Jameriquiah wants to merge 5 commits intoHarbourMasters:developfrom
Open
Dynamic Cosmetics Editor for Custom Models#1617Jameriquiah wants to merge 5 commits intoHarbourMasters:developfrom
Jameriquiah wants to merge 5 commits intoHarbourMasters:developfrom
Conversation
Contributor
|
Yo, this actually sounds sick. |
Contributor
Author
thanks :3 worked hard, also my bad lol didnt mean to close and reopen |
mckinlee
reviewed
Mar 25, 2026
Contributor
Author
|
ok that should work i think |
Eblo
reviewed
Apr 3, 2026
Comment on lines
+92
to
+130
| return 0; | ||
| } | ||
| if (materialPath.starts_with("objects/object_link_nuts/")) { | ||
| return 1; | ||
| } | ||
| if (materialPath.starts_with("objects/object_link_goron/")) { | ||
| return 2; | ||
| } | ||
| if (materialPath.starts_with("objects/object_link_zora/")) { | ||
| return 3; | ||
| } | ||
| if (materialPath.starts_with("objects/object_link_boy/")) { | ||
| return 4; | ||
| } | ||
| if (materialPath.starts_with("objects/object_test3/")) { | ||
| return 5; | ||
| } | ||
|
|
||
| return 6; | ||
| } | ||
|
|
||
| static void MarkDynamicCosmeticsAvailable(const std::string& materialPath) { | ||
| switch (GetDynamicMaterialFormSortOrder(materialPath)) { | ||
| case 0: | ||
| customHumanCosmeticsAvailable = true; | ||
| break; | ||
| case 1: | ||
| customDekuCosmeticsAvailable = true; | ||
| break; | ||
| case 2: | ||
| customGoronCosmeticsAvailable = true; | ||
| break; | ||
| case 3: | ||
| customZoraCosmeticsAvailable = true; | ||
| break; | ||
| case 4: | ||
| customFierceDeityCosmeticsAvailable = true; | ||
| break; | ||
| case 5: |
Contributor
There was a problem hiding this comment.
For readability's sake, these two functions could use an enum to represent form cosmetic availability.
Contributor
Author
|
actually can someone slap a do not merge or something on this for the time being lol |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
been working on this for a minute... basically this allows custom models to have their own set cosmetics editor entries.
the way a modder would use this is by adding a tag into the primitive or environment color line in the material xml, like so
<SetPrimColor M="0" L="0" R="255" G="255" B="255" A="255" CosmeticEntry="Entry Name"/>if this is merged i'll add a way to automate this in my fast64 branch so manually editing wont be necessary.
this will also disable the vanilla cosmetics editor options when custom models are used for those forms, due to them just causing visual bugs or straight up crashing the game.
the entries that modders set can be named whatever the modder in question chooses, the default color the entry uses will be whatever the materials prim color is set as.
it should in theory work with any model in the game, but i dont have the patience to test replacing every single model in the entire game. thoroughly tested with replacements of all link's forms.
models set up for this for testing purposes:
cosmeticseditortestmod.zip
Build Artifacts