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)
@@ -138,9 +152,9 @@ Release compilation also passes. Interactive layout, controller feel and visual
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