Prepare complete character content on first run and restore stock and clothing lighting

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chazmm committed 2026-09-09 04:19:07 +01:00
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# Character customiser V4
# Character customiser
The dedicated local test build uses `Play Character Customiser V4.bat` and
`skate3rust-customiser-v4.exe`. Open Escape/Start, then Character customiser.
The game and launcher have not been executed for validation; the build is ready
for user playtesting. No existing game executable is replaced.
Open Escape/Start, then Character customiser in the complete Windows package.
First-run setup now prepares the clothing/body library, presets, tattoos, all
owned pro/special characters and their authored lighting. These preparation
steps previously ran only in private feature-test folders.
Character additions have their own release fingerprint. Updating an already
prepared copy can build these assets from its original Xbox source without
reconverting maps. Setup publishes a new character generation only after the
library, lighting and native roster all succeed. Existing imported models and
saved profiles are preserved; interrupted preparation can reuse its own cache.
Players do not need Python, Blender or development tools.
The runtime retains the visible skater if a library is missing or incomplete.
Returning from a native/imported character reapplies the saved outfit and binds
its visible rigs again. Native models use their own shader parameter rows and
specular textures, including torso slots absent from the default stock model.
Customiser pieces retain tattoo/hair composition and use character SH/key/rim
lighting on retail maps. Custom maps continue to use their ordinary PBR lights.
## Hair coverage and gameplay verification (V3)
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appearance still require the user's game test.
This is a sandbox catalogue, with owned items available irrespective of career
unlock state. The existing StandardMaterial lighting remains in use. Full retail
lighting/multipass material parity is outside this UI/profile update; primary
clothing tint is not a claim of every native colour-zone effect.
unlock state. The runtime now shares its retail character lighting with the
customiser; full multipass retail parity and every native colour-zone effect
remain outside this adapter's implementation.
## Additional native evidence for V2
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The library lives in `%LOCALAPPDATA%/Skate3RustEngine/custom-characters`. Each content-addressed entry contains `manifest.json`, `character.glb`, `source.glb`, `preview.png`, and a conversion report when converted. Imports publish through an atomic directory rename, so failed imports never appear as completed entries. Saved assets do not depend on the original FBX location. Import failures/cancellation preserve the existing character.
Fresh setup also prepares the 41 pro/special definitions supplied by the owned
retail character table, including the special/cheat-code models. These native
entries live in this copy's prepared character generation, not the personal
import library. The menu combines both sources and prefers the current native
entry when a legacy native entry has the same ID. Existing saved selections
continue to resolve; no personal library entries are removed or overwritten.
The fuller database decoder uses the disc's schema report to recover roster
names, instead of feeding hashed gameplay-only names into the roster builder.
The game loads each candidate as a hidden scene, waits for its dependencies and scene instance, validates its stock animation bone bindings, and then commits the visibility/binding switch. The same player entity, physics, animation evaluator, camera and replay state remain in use. Stock modular scene visibility is restored when leaving the custom character. Converted characters include the reference board; the stock board customisation returns with the stock character. Custom selections are local visuals and are not transferred to multiplayer peers.
The paired calibration reproduces the supplied stock character's bind geometry; arbitrary humanoids use the converter's rig fitting and may need adjustment for unusual proportions. This is not a promise of original weight recovery or identical deformation on every model.
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to copies that never had a separate Custom Models helper. Importer-only changes
do not require owned-disc extraction. Optional local calibration is preserved.
`character_customiser` identifies the separate prepared clothing, preset,
native-roster and character-lighting generation. A missing or outdated generation
opens setup with the saved Xbox source available for reuse. Its update does not
change existing map/core extractor identities. All generation files must be ready
before the current character-generation record changes. Personal character
libraries and settings remain outside this preparation job.
# Package protocol and release maintenance
`release.json` accompanies the ZIP and is also inside it. Schema 1 identifies the