Skip to content

How do I make Leggings?

Catman edited this page Mar 25, 2026 · 6 revisions

This guide could be considered out of date and needs a bit of a rewrite!

  1. First things first, go into Homebrewery's HomebreweryFiles > Template folder and Copy the Template_LeggingsItem folder
    HomebreweryFiles Template folder, highlighting template item folder

  2. Paste the item folder into HomebreweryFiles > Leggings
    HomebreweryFiles Leggings folder, highlighting pasted folder

    Rename the folder to something you can recognise and don't change it again!
    Renaming the item folder

  3. Inside the folder you will see armor.png, icon.png, legPiece1.png, legPiece2.png, legPiece3.png, legPiece4.png and param.txt
    Inside the item folder, highlighting all the files
    icon.png is a 32x32px sprite you can use to represent the item however you like, perhaps try to take a screenshot of the item and crop it out to look sort of like the vanilla item icons?

    armor.png is a 128x128px texture which is displayed on the legs of the body mesh. I'm using Kiseff's own legs UV unwrap guide texture that was found in the game's resources as the template image in this case.

    param.txt contains the details the game needs in order to define the item and what it contextually does, so in this case the Leggings' physical appearance, whether it only textures the upper leg, whether is textures the feet, whether it can be dyed and whether the texture's hue, saturation, brightness and contrast are adjusted when displayed in-game.

{
  "_legPieceRender_01": "legPads01",
  "_legPieceRender_02": "legPads04",
  "_legPieceRender_03": "legCuffs03",
  "_legPieceRender_04": "beltSash01",
  "_textureUpperLegOnly": false,
  "_textureFeet": true,
  "_canDyeArmor": false,
  "_colorAdjustParams": {
    "_hue": 0.0,
    "_saturation": 1.0,
    "_brightness": 0.0,
    "_contrast": 1.0
  },
  "_itemName": "This text is the Leggings' display name",
  "_itemDescription": "This text goes in the space beneath the Leggings' name"
}

Edit the text within the speech marks ("") to change the text the item displays in-game.

"_itemName": "Very Cool Leggings",
"_itemDescription": "This Leggings is Very Cool!"

_legPieceRender_01, _legPieceRender_02, _legPieceRender_03 and _legPieceRender_04 designate what ScriptableArmorRender the Leggings display in-game. They all do the same thing, you just get four to play with, you don't have to use all of them, in fact, if I remember correctly the game itself has no Leggings items that actually use more than two at once. Click here to jump to the list of ScriptableArmorRenders.

"_legPieceRender_01": "legPads01",
"_legPieceRender_02": "legPads04",
"_legPieceRender_03": "legCuffs03",
"_legPieceRender_04": "beltSash01",

I've filled out all four just for the sake of the example, you probably won't use all four unless you're making something really eccentric and fancy.

These four meshes are textured by legPiece1.png, legPiece2.png, legPiece3.png and legPiece4.png. They are all 64x64px.
Inside the item folder, highlighting the legPiece PNGs

_textureUpperLegOnly is a boolean (true/false) which sets whether the armor.png texture is only applied to the upper legs rather than the entirety of the legs.

"_textureUpperLegOnly": false,

True / False
textureUpperLegOnly true vs false

_textureFeet is a boolean (true/false) which sets whether the armor.png texture is applied to the feet or not.

"_textureFeet": true,

True / False
textureFeet true vs false

_canDyeArmor is a boolean (true / false) which, well, sets whether the armor is affected by your Dye color or not. You don't dye the items in this game, rather you set your character's dye colour, which is used on any gear that is dyeable. If your texture features a very colour specific design then you might want to keep this as false, however there is some tech to be found with the next property...

"_canDyeArmor": false,

_colorAdjustParams is a set of four values that you might notice looks exactly the same as the ones that Dyes have, just by a different parent name. This is kinda like a "Pre-Dye" the game will do to the textures before it applies the Dye's settings. You don't really need to edit these if your gear will not be dyeable anyway.

The game generally uses green colours for the 0 point of Hue shift, so you can use these values to alter what the gear looks like by default before a Dye is applied.

"_colorAdjustParams": {
  "_hue": 0.0,
  "_saturation": 1.0,
  "_brightness": 0.0,
  "_contrast": 1.0
},

And here we are:
The item's tooltip in-game
The drop item visuals Wearing the item
Note that the drop item model will not display the extra mesh parts, just the legs and their texture.

Clone this wiki locally