TK8 Diary ‐ Customization Assets - CDDTreborn/Tekken-8-Resources GitHub Wiki

Customize_Item / CI_chr_cat_name.uasset

(chr = Character Abbreviation, cat=Category)

Asset Location: Content > Character > Item > Customize_Item > chr > cat

This is the equivalent of the T7 CCI. It is used to set parameters for DetailMaps and Default/Colorable IDs.

Folder abbreviations

  1. cf0 = common female
  2. cm0 = common male
  3. cmn = common unisex
  4. xxa = super devil jin
  5. xxb = super devil kaz

Category abbreviations

  1. acc = accessory
  2. bdf = full body
  3. ex0 =
  4. fac = face / full_body including face
  5. har = hair
  6. gla = glasses
  7. hed = head (on the head)
  8. hef = full head
  9. bdu = upper body
  10. btm = lower body
  11. sho = shoes

Breaking Down the CI

Looks to be setup in 2 sections.

  1. DesignAssignSlotArray = This includes the parameters for detail maps and the array is in order of the material slots and IDs; however, it will skip listing it if it is set as DontColorOP. There is no numbering system in the file so you would need to keep count or reference the Hex code. This array encompasses all materials and their detail IDs assigned to the mesh.

  2. AssignPerMaterialArray = This is the 16 IDs per material. If it is colorable by the user then isEditUser will be set to "true". We can use this file to map out which material slots and which IDs will be accessible for use per outfit. Available slots range from 0 to 16.

Notes:

  • We can't add new slots without the creation of this asset in the custom ue
  • For the DesignASsign section I'm going to assume it might be connected to the ID by the color chosen for it but i have no clue lol....yet.