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3.1. Vanilla Cosmetic Files
The purpose of this page is to help modders find the locations of cosmetics for reference, either to modify or to use as a basis for a new cosmetic they are developing. It is most helpful in the case of replacement mods where your mod folder structure needs to mirror all folder and file names in the vanilla assets.
Please note that because the animations folder does not rely on the folder structure to work. Assets seem to be largely referenced by ID, and as long as the .meta.toml and the sprite pngs are in the same local folder, there are no complaints from the engine. However, as a result, there are many inconsistencies with naming conventions and file locations between categories, subcategories, UI slots, etc. which this page will go into.
While the impulse to name your files based off the vanilla conventions is understandable, it is not advised, since the naming system is not rigid. For the purposes of this page, we're going to a define a term "group name", which is distinct from the category, ui slot, or subcategory names. While this "group name" seems to mostly follow the same name as the subcategory, there are multiple exceptions, namely "beard" and "facial_hair", as well as "overalls", which itself is not a subcategory and is just displayed under the subcategory "top_misc".
If you wish to name your files for new cosmetics in a way similar to the vanilla system, one suggestion would just be to use the subcategory your cosmetic will display under as the group name.
When using MOMI to replace specific files, please check and double check that your file names are EXACT because while these file naming conventions mostly make sense, there are some quirks and redundancies that are sometimes unexpected.
These files are located in assets/animations/Player in their respective folders. As discussed above, these sometimes have multiple pieces to them, so we'll just simply list every naming convention and which pieces exist.
The base naming conventions are as follows: spr_player_[group_name]_[item_name]. Consult the tables for which pieces are needed for each cosmetic type. If under the sprites column you see "BASE", that just means that there is only one piece, and it just consists of one set of animations and the LUT. The animations will be formatted as spr_player_[group_name]_[item_name].png. If under the sprites column you see a repeat of the category name, that is a quirk of some of the file names and it's just the animation sprites.
| Folder name | Group name | Sprites |
|---|---|---|
| Back Accessory | back_gear |
BASE, lut
|
| Dress | dress |
lut, sleeve_left, sleeve_right, torso, waist
|
| Eyes | eyes |
BASE, lut
|
| Face Accessory | face_gear |
face_gear, lut1
|
| Facial Hair |
beard, facial_hair
|
facial_hair2
|
| Hair | hair |
lut, hair_front3, hair_mid, hair_back
|
| Head Accessory |
head4
|
lut, head_gear, head_gear_back5
|
| Overalls | overalls |
lut, sleeve_left, sleeve_right, torso, waist, legs
|
| Pants | pants |
lut, legs
|
| Robes and Coats |
robe, top
|
lut, sleeve_left, sleeve_right, torso, waist, legs
|
| Shoes6 | shoes |
lut, feet
|
| Skirts | skirt |
lut, waist
|
| Suits | suit |
lut, sleeve_left, sleeve_right, torso, waist, legs
|
| Tops | top |
lut, sleeve_left, sleeve_right, torso, waist
|
| Underwear | underwear |
lut, torso, legs
|
1For whatever reason, the vanilla files add another redundant face_gear to the end of the filename for the animation files. ex. spr_player_face_gear_glasses_face_gear.png. The LUT file naming remains unchanged.
2As for face gear, the vanilla files also add another redundant facial_hair to the end of the filename for the animation files. In addition, the basic beard and thick beard are named with the category beard rather than the category facial_hair. All vanilla facial hair cosmetics use the LUT for the stubble facial hair, named spr_player_facial_hair_stubble_lut.png. Also, "beard" is used for the basic and thick beards, even though there is no subcategory distinction made anywhere and they are functionally the same as the other facial hair items.
3The hair_front piece is currently unused by any of the vanilla files, but it should in theory work although it hasn't been tested yet.
4They do still mean "head gear", but for some reason its shorthand is "head".
5head_gear_back isn't implemented on every item. For examples, try looking at the bunny ears item.
6In addition to the category name, the shoes folder seems to also include the subcategory of shoes before the name. Also, it seems that the UI sprites for the dragonsworn boots are also located inside this folder accidentally.
These files are located in assets/animations/Item Icons/Wearable. They mirror the animation sprite names, only with a different prefix from "spr_player_". They are not organized into individual folders like with their animation sprite counterparts.
In general, UI sprite names are as follows: spr_ui_item_wearable_[subcategory_name]_[item_name].png. _outline, _asset, _body, etc. are appended to the end of the file name for the relevant files. Here's the full list of subcategory names:
- back_gear
- dress
- head
- overalls
- pants
- robe
- shoes
- shorts
- skin
- skirt
- suit
- top
- underwear
The following additionally require _asset and _body files:
- face_gear
- beard*
- eyes
- hair
- facial_hair