
CMX Builder
features:
 | Create new *.cmx configuration files for use with skins. |
This screen is probably the most complicated to understand for
most. It is for advanced use only and will be primarily of interest to people
wanted to create custom skins. There are other tools that do the same thing
including plain old notepad. What is unique here is that you can build up the *.cmx
file by adding *.skn files and see the way they will look while you do so.
The first thing you will want to do is set the type of *.cmx configuration based
on the following:
 | Body Type |
 | Gender |
 | Age Group |
 | Body Size |
Not all items will be available for every body type.
Then you will give your new *.cm file a unique name and a series number. (Sorry
the standard in the game is to use only numbers so that is all it will accept)
Next you will add any *.skn meshes you want used. Be sure you always include a
base mesh that is not an accessory and matches the above settings. (See below
for some of the items in the name that determine a valid base) The CMX Builder
only checks to make sure there is at least one *.skn listed and does not check
to see if it is a valid base. Adding the mesh (*.skn) can be done
in either of two ways. You can either click the Add *.skn Files button or you
can drag files from Windows Explorer into the 3D Viewport. As you do so the *.cmx
file will automatically be modified to add the new meshes. If you add something
you do not like just clear the *.skn files and start again. Do this by clicking
the Clear *.skn Files button.
As you drop them in the mesh
will be added to the display and the default texture listed in the mesh (*.skn)
on the second line will be displayed. This will often be x.bmp so do not be
concerned if it shows up in grey. In fact if you are building this for
distributing to others it will be desireable for the base mesh to be this way
since it will always exist on the destination system.
Here is a
completed *.cmx ready to save into the game:

These particular
*.skn files had a default texture listed in both of them on the second line that
was not x.bmp so it looks normal. Otherwise the texture used
would have been x.bmp and it would appear as a grey x for one or both. (Pet
skins have both the head and body in the same *.cmx)
I have
scrolled down in the *.cmx edit window to show all three critical items in this
file.
 | The internal name (Must match the external name without
the .cmx extension) |
 | What part each *.skn is for taken from the *.skn file |
 | The name of both *.skn files without the *.skn extension. |
At this point you can manually make changes directly in the
file. Usually you will not want to do this but it can be done for instance to
work around the standard series number only limitation. I'm not suggesting you
do so because the standard is to always use numbers but I also already know that
there are skinners that are not following this standard. (Note: As of the
release of Superstar using letters in the series number could cause game
crashing, This especially seems true when working with fashion skins since they
can appear like hands when the game reads them if there are letters in this
area)
Now you
can save this *.cmx file. You will be given an option to select an existing
folder or to create a new one. This was done for Skinners to use a separate
isolated location while working on new skins. I personally have a folder created
in an area that is a valid path but that is unused by any other files. If you do
not know what these paths are then you probably do not want to mess around with
adding them. I'll simply say that most of the ExpansionPack folders can have two
folders added to them called Skins and SkinsBuy and the game will recognize
them. Beware though. Some Expansions will remove some folders during
installation if they exist. Additional notes:
The following items exist as ways of identifying base meshes by the game and
must in the name of the mesh (*.skn). They also must be in UPPER case or the
game will ignore them and use the default texture.
 | R_HAND (Right Hand) |
 | L_HAND (Left Hand) |
 | BODY (Main Body) |
 | HEAD-HEAD |
If these do not exist or are in lower case the game will use the
default texture. Accessories should not include these items or any of the
following which may also use alternates.
 | PELVIS-BODY |
 | PELVIS-MBODY |
 | CATBODY |
 | DOGBODY |
 | BODYNAKED |
All of these have BODY in them but this is to show how easy it
can be to include them without realizing it. Especially when considering the
following. The HEAD does not follow the same naming as the rest and can include
accessories with just one instance of HEAD in the name. With that in mind it
would be tempting to use something like BELT-BODY or TIE-BODY. Both would be
seen as base meshes though and not accessories. |