Cleaning a product

WhiteWitch
by WhiteWitch · 4 posts
4 years ago in Basic Creator Help
Posted 4 years ago · Author
Hi, wondering if anyone can suggest a process to ensure a product is as close to 100% as possible before submitting it to the IMVU catalogue. I am talking about a standard product using the standard IMVU client. The reason I ask is this, a close friend of mine is also a developer and we share our chkn files but we want to have them not show which of us is the original dev. We only do this with our own, no stealing of other devs products. So I have a lot of programs from this site and they are great, I guess it's knowing the right step process. I use the chkn cleaner which removes the developer ID and I use the Asset renamer but how can I change the texture names? An example is say I named a texture Black1 and my friend wishes to upload the chn but wants her own texture names but they cannot be changed once the chkn has loaded..hope this makes sense as I do not always explain myself properly :) If this makes sense to anybody and you have any suggestions I would love to hear them as I also have chkn files I have purchased with full resell rights and can do as I please but I do not want them to have any trace of previous dev when I upload them. Thank you all in advance :) Oh I meant to add, I am more than happy to purchase programs that may assist.
Posted 4 years ago
@WhiteWitch


You can override the name of a texture assigned to a material (XRF) by editing the material's xml code.

For example, in the follow XRF xml code, any texture assigned to this material will have the name Tex1 as specified in the
MAP
tag

Code
<HEADER MAGIC="XRF" VERSION="906" />
<MATERIAL NUMMAPS="1">
   <AMBIENT>255 255 255 0</AMBIENT>
   <DIFFUSE>255 255 255 255</DIFFUSE>
   <SPECULAR>255 255 255 0</SPECULAR>
   <SHININESS>0</SHININESS>
   <MAP TYPE="Diffuse Color">Tex1.png</MAP>
</MATERIAL>


Aside from that, removing the developer id/name and renaming the assets is really all that's left to make the product unique.

Of course if the mesh itself has watermarks then that's a different story.
Posted 4 years ago · Author
Ok thanks I will check out the xml stuff on here :)
Posted 3 years ago
thank you i need this too

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