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Post by Kyousuke on Oct 17, 2017 17:37:36 GMT
Basically follow eternity's guide, but instead of using bodyparts models, use the hair one (still put them inside a folder and rename them as 1000x, point them into the cost creator), in the end when you make the custom awaken, embedd the x2m costume you did into the skill. oh, I must link it to a skill... anyway, thanks. To put it short, yes. You still can edit the hum.bcs and alter the right string, but imho it's not worth it, as the bcs easily get updated when new outfits or any other added content is added to the game.
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Apprentice
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Post by shroomy on Oct 29, 2017 3:04:15 GMT
I made a custom outfit with two colorable parts to it, but in-game, it gives me four color options (two of which do absolutely nothing). How do I fix this?
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Post by Kyousuke on Oct 30, 2017 13:16:09 GMT
I made a custom outfit with two colorable parts to it, but in-game, it gives me four color options (two of which do absolutely nothing). How do I fix this? Did you compare the original colourable outfit with yours? My first guess is that you didn't edit properly the .emm file.
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Apprentice
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Post by shroomy on Oct 30, 2017 17:17:25 GMT
I made a custom outfit with two colorable parts to it, but in-game, it gives me four color options (two of which do absolutely nothing). How do I fix this? Did you compare the original colourable outfit with yours? My first guess is that you didn't edit properly the .emm file. Probably not, I'm still figuring out the emm/bcs part of modding. I'll put the current emm below. Ba sically, the dougi, the obi, and the cloth should all use the same color, but in-game, there are still four colors:
<!--?xml version="1.0" ?-->
<emm>
<emmmaterial name="CC00_BUST_dougi" shader_name="TOON_UNIF_STAIN2_DFD">
<emmparameter name="MatCol0R" type="0" value="0">
<emmparameter name="MatCol0G" type="0" value="0">
<emmparameter name="MatCol0B" type="0" value="0">
<emmparameter name="MatCol0A" type="0" value="1">
<emmparameter name="MatCol1R" type="0" value="0">
<emmparameter name="MatCol1G" type="0" value="0">
<emmparameter name="MatCol1B" type="0" value="0">
<emmparameter name="MatCol1A" type="0" value="1">
<emmparameter name="MatCol3R" type="0" value="0">
<emmparameter name="MatCol3G" type="0" value="0">
<emmparameter name="MatCol3B" type="0" value="1">
<emmparameter name="MatCol3A" type="0" value="1">
<emmparameter name="MatScale0X" type="0" value="1">
<emmparameter name="MatScale0Y" type="0" value="1">
<emmparameter name="MatScale0Z" type="0" value="1">
<emmparameter name="MatScale0W" type="0" value="0.028">
<emmparameter name="MatScale1X" type="0" value="0">
<emmparameter name="MatScale1Y" type="0" value="1">
<emmparameter name="MatScale1Z" type="0" value="1">
<emmparameter name="MatScale1W" type="0" value="1">
<emmparameter name="Glare" type="65537" value="1">
</emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmmaterial>
<emmmaterial name="CC01_BUST_hide_from_Pants_obi" shader_name="TOON_UNIF_STAIN2_DFDAth">
<emmparameter name="MatCol0R" type="0" value="0">
<emmparameter name="MatCol0G" type="0" value="0">
<emmparameter name="MatCol0B" type="0" value="0">
<emmparameter name="MatCol0A" type="0" value="0.6">
<emmparameter name="MatCol1R" type="0" value="0">
<emmparameter name="MatCol1G" type="0" value="0">
<emmparameter name="MatCol1B" type="0" value="0">
<emmparameter name="MatCol1A" type="0" value="1">
<emmparameter name="MatCol3R" type="0" value="0">
<emmparameter name="MatCol3G" type="0" value="0">
<emmparameter name="MatCol3B" type="0" value="1">
<emmparameter name="MatCol3A" type="0" value="1">
<emmparameter name="MatScale0X" type="0" value="1">
<emmparameter name="MatScale0Y" type="0" value="1">
<emmparameter name="MatScale0Z" type="0" value="1">
<emmparameter name="MatScale0W" type="0" value="0.028">
<emmparameter name="MatScale1X" type="0" value="0">
<emmparameter name="MatScale1Y" type="0" value="1">
<emmparameter name="MatScale1Z" type="0" value="1">
<emmparameter name="MatScale1W" type="0" value="1">
<emmparameter name="Glare" type="65537" value="1">
</emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmmaterial>
<emmmaterial name="CC02_BUST_suits" shader_name="TOON_UNIF_STAIN2_DFD">
<emmparameter name="MatCol0R" type="0" value="0">
<emmparameter name="MatCol0G" type="0" value="0">
<emmparameter name="MatCol0B" type="0" value="0">
<emmparameter name="MatCol0A" type="0" value="1">
<emmparameter name="MatCol1R" type="0" value="0">
<emmparameter name="MatCol1G" type="0" value="0">
<emmparameter name="MatCol1B" type="0" value="0">
<emmparameter name="MatCol1A" type="0" value="1">
<emmparameter name="MatCol3R" type="0" value="0">
<emmparameter name="MatCol3G" type="0" value="0">
<emmparameter name="MatCol3B" type="0" value="1">
<emmparameter name="MatCol3A" type="0" value="1">
<emmparameter name="MatScale0X" type="0" value="1">
<emmparameter name="MatScale0Y" type="0" value="1">
<emmparameter name="MatScale0Z" type="0" value="1">
<emmparameter name="MatScale0W" type="0" value="0.028">
<emmparameter name="MatScale1X" type="0" value="1">
<emmparameter name="MatScale1Y" type="0" value="1">
<emmparameter name="MatScale1Z" type="0" value="1">
<emmparameter name="MatScale1W" type="0" value="1">
<emmparameter name="Glare" type="65537" value="1">
</emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmmaterial>
<emmmaterial name="CC03_BUST_cloth" shader_name="TOON_UNIF_STAIN2_DFD">
<emmparameter name="MatCol0R" type="0" value="0">
<emmparameter name="MatCol0G" type="0" value="0">
<emmparameter name="MatCol0B" type="0" value="0">
<emmparameter name="MatCol0A" type="0" value="1">
<emmparameter name="MatCol1R" type="0" value="0">
<emmparameter name="MatCol1G" type="0" value="0">
<emmparameter name="MatCol1B" type="0" value="0">
<emmparameter name="MatCol1A" type="0" value="1">
<emmparameter name="MatCol3R" type="0" value="0">
<emmparameter name="MatCol3G" type="0" value="0">
<emmparameter name="MatCol3B" type="0" value="1">
<emmparameter name="MatCol3A" type="0" value="1">
<emmparameter name="MatScale0X" type="0" value="1">
<emmparameter name="MatScale0Y" type="0" value="1">
<emmparameter name="MatScale0Z" type="0" value="1">
<emmparameter name="MatScale0W" type="0" value="0.028">
<emmparameter name="MatScale1X" type="0" value="0">
<emmparameter name="MatScale1Y" type="0" value="1">
<emmparameter name="MatScale1Z" type="0" value="1">
<emmparameter name="MatScale1W" type="0" value="1">
<emmparameter name="Glare" type="65537" value="1">
</emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmmaterial>
<emmmaterial name="SKIN_bust" shader_name="TOON_UNIF_STAIN3_DFD">
<emmparameter name="MatCol0R" type="0" value="0">
<emmparameter name="MatCol0G" type="0" value="0">
<emmparameter name="MatCol0B" type="0" value="0">
<emmparameter name="MatCol0A" type="0" value="1">
<emmparameter name="MatCol1R" type="0" value="0">
<emmparameter name="MatCol1G" type="0" value="0">
<emmparameter name="MatCol1B" type="0" value="0">
<emmparameter name="MatCol1A" type="0" value="1">
<emmparameter name="MatCol2R" type="0" value="1">
<emmparameter name="MatCol2G" type="0" value="0.247">
<emmparameter name="MatCol2B" type="0" value="0.132">
<emmparameter name="MatCol2A" type="0" value="1">
<emmparameter name="MatCol3R" type="0" value="0">
<emmparameter name="MatCol3G" type="0" value="0">
<emmparameter name="MatCol3B" type="0" value="1">
<emmparameter name="MatCol3A" type="0" value="1">
<emmparameter name="MatScale0X" type="0" value="1">
<emmparameter name="MatScale0Y" type="0" value="1">
<emmparameter name="MatScale0Z" type="0" value="1">
<emmparameter name="MatScale0W" type="0" value="0.028">
<emmparameter name="MatScale1X" type="0" value="2">
<emmparameter name="MatScale1Y" type="0" value="1">
<emmparameter name="MatScale1Z" type="0" value="1">
<emmparameter name="MatScale1W" type="0" value="1">
<emmparameter name="Glare" type="65537" value="1">
</emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmparameter></emmmaterial>
</emm>
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Apprentice
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Post by shroomy on Oct 30, 2017 23:11:52 GMT
Figures it out, had to make the materials all "CC00_BUST_???", but thanks anyway
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Post by Kyousuke on Nov 13, 2017 18:39:46 GMT
Figures it out, had to make the materials all "CC00_BUST_???", but thanks anyway Sorry, was so busy that didn't have the time to check the forum, glad to hear that you fixed your poblem though .
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Dec 18, 2017 16:47:42 GMT
if I have a transformation with 2 stage, is it possible to link the change only at the second form? or having 2 different changes for both transformation? like the hair of goku ssj and ssj2, for example. I'm starting now to use this tool and I don't know so much.
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Hero
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Post by atsuraelu on Dec 18, 2017 17:44:19 GMT
if I have a transformation with 2 stage, is it possible to link the change only at the second form? or having 2 different changes for both transformation? like the hair of goku ssj and ssj2, for example. I'm starting now to use this tool and I don't know so much. Yes and yes. The first transformation uses the BCS partset specified in the CUS tab, while every consecutive transformation uses that partset +1. So, if your first transformation uses partset 500, for example, the second will use 501, the third 502 and so on. To have no changes in transformation stage 1 you'd need to make an empty BCS entry for that stage and the next one should have the changes for the 2nd transformation. If you are using costcreat for the process, it will do the numbering for you, so BCS entry 0 will always be the one for stage 1, entry 1 for stage 2 and so on, if you embed the costume into the skill.
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Dec 18, 2017 20:27:53 GMT
if I have a transformation with 2 stage, is it possible to link the change only at the second form? or having 2 different changes for both transformation? like the hair of goku ssj and ssj2, for example. I'm starting now to use this tool and I don't know so much. Yes and yes. The first transformation uses the BCS partset specified in the CUS tab, while every consecutive transformation uses that partset +1. So, if your first transformation uses partset 500, for example, the second will use 501, the third 502 and so on. To have no changes in transformation stage 1 you'd need to make an empty BCS entry for that stage and the next one should have the changes for the 2nd transformation. If you are using costcreat for the process, it will do the numbering for you, so BCS entry 0 will always be the one for stage 1, entry 1 for stage 2 and so on, if you embed the costume into the skill. good, thank you.
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Dec 18, 2017 22:33:47 GMT
another thing: if I want to add bust, pants, boots and rist, I have to create every partset for every piece? I mean, partset 0 for bust 10000, partset 1 for pants 10000 ecc...? this is what eternity means with "only one partset you must put in the box"?
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Hero
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Post by atsuraelu on Dec 19, 2017 1:34:01 GMT
another thing: if I want to add bust, pants, boots and rist, I have to create every partset for every piece? I mean, partset 0 for bust 10000, partset 1 for pants 10000 ecc...? this is what eternity means with "only one partset you must put in the box"? You seem to misunderstand the term partset. Face, forehead, eyes, bust, pants and so on are parts, not partsets. A partset is something like: <PartSet idx="10000"> <Part idx="0"> <!--Face_base--> <!--This entry is empty.--> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <!--This entry is empty.--> </Part> <Part idx="6"> <!--Bust--> <!--This entry is empty.--> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet> This is an empty partset, as no actual parts have any characteristics defined within them, but every partset has to have those ten parts defined, otherwise they won't work. If you wanted it to change let's say hair and bust you'd have something like: <PartSet idx="10000"> <Part idx="0"> <!--Face_base--> <!--This entry is empty.--> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <MODEL value="299" /> <MODEL2 value="299" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUF" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> </Part> <Part idx="6"> <!--Bust--> <MODEL value="293" /> <MODEL2 value="293" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUF" /> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet> What eternity meant with that line was do not have partset 10000 and partset 10001 in the same box, but make a new entry for partset 10001.
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Dec 19, 2017 14:47:03 GMT
ok, thanks.
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Fighter
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Post by sky88 on Jan 21, 2018 16:10:30 GMT
can anybody help me my PhysicObject has his own color i mean dyt.emb but through the code, he takes the dyt.emb from my bust. Its possible that my skirt (PhysicObject) take his own dyt.emb If yes. How i must code that?
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Hero
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Post by atsuraelu on Jan 21, 2018 22:09:37 GMT
<STR_28> is basically the <FILES> tag for your <PhysicsObject>, so for it to use its own emb, you'll have to define that in there. IIRC the sequence is the same for <FILES> and <STR_28> apart from the added two on the latter, which would be attachment point on base skeleton and skeleton to use for the physobject. So it should be <STR_28 value="HUM_10000_skirt_scd, NULL, HUM_10000_skirt_scd, NULL, b_C_Base, HUM_10000_skirt_scd" />
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Moderator
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Post by eternity on Jan 22, 2018 7:03:55 GMT
A reminder that the installer can relocate a costume by using 10000 in the file names, and in the bcs.
I keep seeing modders using fixed file names and fixed bcs, but this is pretty bad for inter-compatibility.
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Fighter
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Post by sky88 on Jan 22, 2018 14:16:25 GMT
<STR_28> is basically the <FILES> tag for your <PhysicsObject>, so for it to use its own emb, you'll have to define that in there. IIRC the sequence is the same for <FILES> and <STR_28> apart from the added two on the latter, which would be attachment point on base skeleton and skeleton to use for the physobject. So it should be <STR_28 value="HUM_10000_skirt_scd, NULL, HUM_10000_skirt_scd, NULL, b_C_Base, HUM_10000_skirt_scd" /> Thanks for your help . But no function the same problem all in all he used the emb from the bust
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Apprentice
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Post by Azureth on Apr 9, 2018 21:04:53 GMT
another thing: if I want to add bust, pants, boots and rist, I have to create every partset for every piece? I mean, partset 0 for bust 10000, partset 1 for pants 10000 ecc...? this is what eternity means with "only one partset you must put in the box"? You seem to misunderstand the term partset. Face, forehead, eyes, bust, pants and so on are parts, not partsets. A partset is something like: <PartSet idx="10000"> <Part idx="0"> <!--Face_base--> <!--This entry is empty.--> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <!--This entry is empty.--> </Part> <Part idx="6"> <!--Bust--> <!--This entry is empty.--> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet> This is an empty partset, as no actual parts have any characteristics defined within them, but every partset has to have those ten parts defined, otherwise they won't work. If you wanted it to change let's say hair and bust you'd have something like: <PartSet idx="10000"> <Part idx="0"> <!--Face_base--> <!--This entry is empty.--> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <MODEL value="299" /> <MODEL2 value="299" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUF" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> </Part> <Part idx="6"> <!--Bust--> <MODEL value="293" /> <MODEL2 value="293" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUF" /> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet> What eternity meant with that line was do not have partset 10000 and partset 10001 in the same box, but make a new entry for partset 10001. So that means whenever I select a new item / .bcs from game , I have to create a different partset for each collective unit?
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Apprentice
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Post by soullessflame00 on Aug 23, 2018 5:42:50 GMT
I have absolutely no idea what I'm doing. I just really am lacking comprehension and would REALLY appreciate if this was a lot simpler. I want to design a costume, a skill, and all that, but no one is being simple enough or not giving enough info for me to do this stuff, I'm just so damn confused.
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Hero
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Posts: 489
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Post by atsuraelu on Aug 23, 2018 7:00:59 GMT
I have absolutely no idea what I'm doing. I just really am lacking comprehension and would REALLY appreciate if this was a lot simpler. I want to design a costume, a skill, and all that, but no one is being simple enough or not giving enough info for me to do this stuff, I'm just so damn confused. Okay, I'll probably sound like an ass, but here goes... This is the simple stuff. And it's only about getting things you already have into the game. Actually designing a costume involves learning how to mesh, skin and rig in a 3D-modeling software, which IMHO is a lot more complicated than pretty much everything here and will take several months at best.
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Apprentice
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Post by kidjustice on Dec 4, 2018 17:48:04 GMT
So I'm trying to edit the colors for Tapion's Sword and i extracted the emb and changed the texture colors within the emb and I also copied the parset from Tapion's sword and changed the model and model 2 to 10000 (i did this with the filenames too) but when i launch the game the sword i get from the accessory shop is still the same colors as the original tapion sword. Is this a thing to do with the parset or is it something else?
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