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Prepare complete character content on first run and restore stock and clothing lighting
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@@ -1,9 +1,23 @@
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# Character customiser V4
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# Character customiser
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The dedicated local test build uses `Play Character Customiser V4.bat` and
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`skate3rust-customiser-v4.exe`. Open Escape/Start, then Character customiser.
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The game and launcher have not been executed for validation; the build is ready
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for user playtesting. No existing game executable is replaced.
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Open Escape/Start, then Character customiser in the complete Windows package.
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First-run setup now prepares the clothing/body library, presets, tattoos, all
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owned pro/special characters and their authored lighting. These preparation
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steps previously ran only in private feature-test folders.
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Character additions have their own release fingerprint. Updating an already
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prepared copy can build these assets from its original Xbox source without
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reconverting maps. Setup publishes a new character generation only after the
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library, lighting and native roster all succeed. Existing imported models and
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saved profiles are preserved; interrupted preparation can reuse its own cache.
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Players do not need Python, Blender or development tools.
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The runtime retains the visible skater if a library is missing or incomplete.
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Returning from a native/imported character reapplies the saved outfit and binds
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its visible rigs again. Native models use their own shader parameter rows and
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specular textures, including torso slots absent from the default stock model.
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Customiser pieces retain tattoo/hair composition and use character SH/key/rim
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lighting on retail maps. Custom maps continue to use their ordinary PBR lights.
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## Hair coverage and gameplay verification (V3)
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@@ -138,9 +152,9 @@ Release compilation also passes. Interactive layout, controller feel and visual
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appearance still require the user's game test.
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This is a sandbox catalogue, with owned items available irrespective of career
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unlock state. The existing StandardMaterial lighting remains in use. Full retail
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lighting/multipass material parity is outside this UI/profile update; primary
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clothing tint is not a claim of every native colour-zone effect.
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unlock state. The runtime now shares its retail character lighting with the
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customiser; full multipass retail parity and every native colour-zone effect
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remain outside this adapter's implementation.
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## Additional native evidence for V2
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