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Top Secret Researcher
Original Poster
#1 Old Yesterday at 2:39 AM
Default Possible to create a duplicate hair?
Is it possible to clone a piece of hair to appear in two categories, say, grey hair and custom hair (in order to access "white" hair) without copying any graphics. I don't want to clone anygraphics because they are huge, and unnecessary. I think the definition starts with a GZPS Property Set, which then points to other files. If I were to copy a property set into a new file, could I have 2 hairs? What instance number is valid to pick?
Mad Poster
#2 Old Yesterday at 9:32 PM
Quote: Originally posted by jonasn
Is it possible to clone a piece of hair to appear in two categories, say, grey hair and custom hair (in order to access "white" hair)

For elders, or for multiple ages?

The easiest would be to make two separate recolors, BUT they can be texture-linked ("repo'd") if you don't want extra texture files.

If you want hairs to be separate from each other, they need separate *everything* when it comes to resources. They can be texture-linked via the TXMT (same way as clothes, hairs are often already texture-linked to some degree so they use the same resources).
Top Secret Researcher
Original Poster
#3 Old Today at 2:02 AM
I want to try a grey hair appear for adults in custom hair. Like this person. I tried to duplicate eyebrows by editing Property Set and 3IDR, but I failed to make any choices appear. Any more resources besides these two that are needed? What is the process of "repoing"?

Young Adults have a lot of "cloned" outfits, both hair and clothes. I decloned (hid) them earlier. They don't ship new graphics in EP1. But now I want to do the opposite and create a cloned hair like that. I hope to get away with a few small files.
Mad Poster
#4 Old Today at 4:45 AM
The easiest way to duplicate hairs is to make a recolor in Bodyshop. It clones/connects all the resources for you, and makes the recolor standalone from the original (there are a lot of resources that need unique IDs, and they are connected all over the file - hairs are quite finnicky, and it's easy to make mistakes if you try to do this manually). I'd think it's possible to do it manually, but I wouldn't recommend it unless you want to spend a lot of time on something that takes a couple minutes in Bodyshop.

After you've made a recolor, you can reference the textures to other TXTRs via the TXMTs, which makes the files very small.


Enabling natural colors for elders is done by not using a grey texture for elders, but a colored texture instead (toddler through elder is colored blonde/black/brown/red/custom), and then having a separate white/grey file (sometimes enabled for toddler through elder, other times with all ages except elder removed - depends on preference). They need to be separate files. If you want the elder sim to switch from one to the other at some point, you have to change their hair with a mirror.
Top Secret Researcher
Original Poster
#5 Old Today at 12:27 PM
This is how it needs to be done then. Body shop generated new resources for everything, and I changed the referenced image inside TXMT in text format without breaking my brain with the numbers.

How do I safely delete Puppy, Child and Young that I don't want in the package? It automatically pulled other hairs for these ages and stubbornly created a separate entry for 0x40. It is not obvious to which ages each BINX belongs to. So when I tried to clone a clothing, I was missing BINX and a "master" file for the whole group (7 files for 6 hairs). This was probably essential.

It works. I have a snow elf now.
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