EBSG Fur - KonradHeinser/EBSGFramework GitHub Wiki

The vanilla fur stuff is kind of limiting due to the fact that it only allows for 1 color, the hair color. This nodeClass aims to make it a bit more flexible

If you want to make the fur use skin or a custom color, all you need to do is use EBSGFramework.PawnRenderNode_EBSGFur instead of PawnRenderNode_Fur, similar to the example below. One thing to note is that this will not change things like beard or tail colors, so you will need to double-check that those don't end up making things look weird with your graphic:

    <renderNodeProperties>
      <li>
        <debugLabel>Fur</debugLabel>
        <nodeClass>EBSGFramework.PawnRenderNode_EBSGFur</nodeClass>
        <workerClass>PawnRenderNodeWorker_Fur</workerClass>
        <baseLayer>5</baseLayer>
        <rotDrawMode>Fresh, Rotting</rotDrawMode>
        <colorType>Skin</colorType>
        <parentTagDef>Body</parentTagDef>
      </li>
    </renderNodeProperties>

The options for colorType are Hair (the same as what PawnRenderNode_Fur uses), Skin (uses the pawn's skin color. skinIsHairColor will mess with this), and Custom (same color system horns use in vanilla)


You can add alternate colors if you use this framework's render node properties like so:

    <renderNodeProperties>
      <li Class="EBSGFramework.PawnRenderNodeProperties_EBSG">
        <debugLabel>Fur</debugLabel>
        <nodeClass>EBSGFramework.PawnRenderNode_EBSGFur</nodeClass>
        <workerClass>PawnRenderNodeWorker_Fur</workerClass>
        <baseLayer>5</baseLayer>
        <rotDrawMode>Fresh, Rotting</rotDrawMode>
        <colorType>Hair</colorType>
        <altColorType>Skin</altColorType>
        <parentTagDef>Body</parentTagDef>
      </li>
    </renderNodeProperties>

altColorType has the same options as colorType. If both colorType and altColorType are set to Custom, use altColor for the altColorType. This is not needed if only one of them are set to Custom

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