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How do I make a Helm?
This guide could be considered out of date and needs a bit of a rewrite!
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First things first, go into Homebrewery's HomebreweryFiles > Template folder and Copy the Template_HelmItem folder

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Paste the item folder into HomebreweryFiles > Helm

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

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Inside the folder you will see armor.png, icon.png and param.txt

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 64x64px texture which is displayed on the helm's mesh.
param.txt contains the details the game needs in order to define the item and what it contextually does, so in this case the Helm's physical appearance, whether it hides various head features, whether it can be dyed and whether the texture's hue, saturation, brightness and contrast are adjusted when displayed in-game.
{
"_helmRender": "wizardHat01",
"_helmOverrideMesh": "",
"_blendHelmValue": 44.4,
"_useHelmHairDisplay": true,
"_isFullHelm": false,
"_hideEars": false,
"_hideMisc": false,
"_canDyeArmor": false,
"_colorAdjustParams": {
"_hue": 0.0,
"_saturation": 1.0,
"_brightness": 0.0,
"_contrast": 1.0
},
"_itemName": "This text is the Helm's display name",
"_itemDescription": "This text goes in the space beneath the Helm's name"
}Edit the text within the speech marks ("") to change the text the item displays in-game.
"_itemName": "Very Cool Helm",
"_itemDescription": "This Helm is Very Cool"_helmRender designates what ScriptableArmorRender the Helm displays in-game. Click here to jump to the list of ScriptableArmorRenders.
There is however a special use case here for Halo type helms.
"_helmRender": "wizardHat01",When you set _helmRender to "halo" or "halo_01", the mod will expect a mesh in _helmOverrideMesh, because the game handles all the Halo type Helms that way.
_helmOverrideMesh designates what Mesh the helm will actually display, which is used by all the Halo type helms as what floats above the character's head. Click here to jump to the list of meshes.
"_helmOverrideMesh": "",Blank in this case since the template item is not a Halo type helm. If it was, an example would be _helmRender set to "halo" and _helmOverrideMesh set to "_helm_halo_00".
_blendHelmValue turned out to be an override for the shapekey of the Byrdle's back of head feather spiky bits, it goes from 0.0 to 100.0, where 100 is squashed down flat. It's also turned out to apply to the spikes on the back of a Kubold's head too, it sorta makes them shorter and blunt by 100. The template item has it set to 44.4, since that is the value that the vanilla item Wizard Hat uses. You'll want to edit it to match what a vanilla item using the same ArmorRender is using, I'll add this info to their list.
"_blendHelmValue": 44.4,_useHelmHairDisplay is a boolean (true/false) which sets whether the character's hair is swapped to a specific hair mesh designed to fit inside/under Helms with less clipping.
"_useHelmHairDisplay": true,_isFullHelm is a boolean (true/false) which sets whether the entire head and everything on it is hidden.
"_isFullHelm": false,_hideEars is a boolean (true/false) that works just like hiding the hair mesh, but for the ears.
"_hideEars": false,_hideMisc is a boolean (true/false) that works just like hiding the hair mesh, but for the misc accessories like Horns.
"_hideMisc": 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
},The completed item:


Homebrewery User Manual
How to:
Make Anything -
Configure your content pack mod package -
Upload to Thunderstore
Use the Texture Replacer
Item Properties that:
...all Items can have
...all Armor can have
...only Helms have
...only Capes have
...only Chestpieces have
...only Leggings have
...only Weapons have
...only Consumables have
...only Dyes have