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Client: Student proxy gender + house appearance, dump harvester#13

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Kheartz merged 1 commit into
mainfrom
appearance_proxy
Jun 13, 2026
Merged

Client: Student proxy gender + house appearance, dump harvester#13
Kheartz merged 1 commit into
mainfrom
appearance_proxy

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@Kheartz

@Kheartz Kheartz commented Jun 13, 2026

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Proxies can now spawn as either gender in any of the four houses (verified in-game 2026-06-12). SpawnStudent(pos, yaw, female, house); the playground spawn cycles all 8 combos.

  • Both genders wear the StuUni03 robe family. Male switched off StuUni01 so the house overlay zone indices line up; female adds a separate hair component (her head mesh has none baked in) and keeps the head mesh's default materials (the male override made her face translucent and hid her hands).
  • House identity = per-gender Color_Tint zone vectors plus the T_Patch_{G,S,R,H} crest texture triple, applied by ApplyHouseOverlay on the MIDs the base params installed. No phoenix patch texture exists; the generic emblem is baked into ambient students' robes.
  • New AppearanceDump harvester (core/appearance_dump.cpp, Playground button): scans CCC-owned SkeletalMeshComponents, logs mesh paths, MID parent material paths, raw MID param arrays (scalar/vector/ texture), per-robe house color signatures labeled by CharacterName, loaded head/arms/patch assets, and the CCC property list.
  • core/ue4_reflection gains the typed property reads (byte/name/ string/object), AssetPath and IsSubclassOf used by the harvester.
  • kit_params_{male,female}_uni03.h auto-generated from harvest logs; kit_params_houses.h holds the house tint tables + crest textures; zone maps documented per header ("StuUniNN" is the game's uniform asset variant, not our versioning).

Note: These are still manually spawned proxies. Attaching to actual Humans is next.

Addresses #3

Proxies can now spawn as either gender in any of the four houses
(verified in-game 2026-06-12). SpawnStudent(pos, yaw, female, house);
the playground spawn cycles all 8 combos.

- Both genders wear the StuUni03 robe family. Male switched off
  StuUni01 so the house overlay zone indices line up; female adds a
  separate hair component (her head mesh has none baked in) and keeps
  the head mesh's default materials (the male override made her face
  translucent and hid her hands).
- House identity = per-gender Color_Tint zone vectors plus the
  T_Patch_{G,S,R,H} crest texture triple, applied by ApplyHouseOverlay
  on the MIDs the base params installed. No phoenix patch texture
  exists; the generic emblem is baked into ambient students' robes.
- New AppearanceDump harvester (core/appearance_dump.cpp, Playground
  button): scans CCC-owned SkeletalMeshComponents, logs mesh paths,
  MID parent material paths, raw MID param arrays (scalar/vector/
  texture), per-robe house color signatures labeled by CharacterName,
  loaded head/arms/patch assets, and the CCC property list.
- core/ue4_reflection gains the typed property reads (byte/name/
  string/object), AssetPath and IsSubclassOf used by the harvester.
- kit_params_{male,female}_uni03.h auto-generated from harvest logs;
  kit_params_houses.h holds the house tint tables + crest textures;
  zone maps documented per header ("StuUniNN" is the game's uniform
  asset variant, not our versioning).
@Kheartz Kheartz merged commit 0c1196a into main Jun 13, 2026
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@Kheartz Kheartz deleted the appearance_proxy branch June 13, 2026 22:46
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