#7

1st Sep 2008 at 2:29 AM
Last edited by CatOfEvilGenius : 1st Sep 2008 at
2:35 AM.
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The "top" and "bottom" tags do show for me now, must have been just lag?
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You can get rid of the random letters, no worries. I always do it, right after I import them into the game and make sure they look okay in game. The game doesn't really care what you call the file, so long as the
filename is unique.
The other reason BodyShop sticks random junk in the name is so if two people name their work "cuWhiteTee", the file names are different. But if I call mine
cuWhiteTee_CatOfEvilGenius_MTS2_080831.package (today's date at the end)
and you call yours
cuWhiteTee_fakepeeps7_MTS2_080901.package (say you make it tomorrow)
... then it doesn't matter that we both used "cuWhiteTee" in BodyShop. Also, if I make another white tee tomorrow, and name it
cuWhiteTee_CatOfEvilGenius_MTS2_080901.package
... that's still okay. Different from my first white tee filename because of the date. Different from your 9/1 file because it cays Cat not fp7.
You can even rename existing custom content files that game has been using. Probably a good idea to delete "groups.cache" after, but I usually don't and it still works.
The only time names really matter is if you need some file to load AFTER some other file loads. In that case, make sure the file that must load later comes alphabetically after the file that must load earlier. For clothes though, that doesn't matter.
PS
Let's say you have three styles of tees on three different meshes, and you have a white tee in each style. For example: snug tees, loose tees, untucked tees... You could do this in BodyShop
cuSTeeWhite <-- snug tee
cuLTeeWhite <-- loose tee
cuUTeeWhite <-- untucked tee
You already do that though for your clothes, I noticed.

I can separate the skirts from the halters from the shirts from the pants etc.
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