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Making Addon Maps

Maps

"map" in this context is used in the computer graphics sense: an image that stores information (e.g. normal maps).

Custom maps can be loaded at runtime and used to expand specific customization options. Map addons are generally not used "as is", and are usually some kind of mask.

Example

HD-chan's "tan style" parameter uses maps: the texture color data is not applied directly, but rather the value of each pixel is used to blend between HD-chan's "normal" and "tanned" skintones.

For addons that directly apply colored images to HD-chan's body (e.g. tattoos, makeup, etc.) see decal addons.

Available Map Parameters

The below table contains all customization parameters that accept addon maps. For each parameter, there is an example map that illustrates its usage.

The "UV Map" column contains the name of the UV map included in the mannequin file that each parameter uses.

Parameter [prefix] UV Map Example Notes
Tan style tanmask full Black/white mask: black = normal skin color, white = tan color
Eyebrow style eyebrowstyle eyebrows Texture multiplied by associated color parameter
Eyelash style eyelashstyle eyelashes Texture multiplied by associated color parameter
Nose style nosestyle face Texture blended over HD-chan's skin using overlay blend mode. "Midpoint" for overlay is 73% gray (rgb(186, 186, 186))1.
Iris structure irisstructure irises
Iris texture iristexture irises
Iris highlight irishighlight irises
Iris specular (primary) irisspecular1 irises
Iris specular (secondary) irisspecular2 irises Saturated colors rendered as-is, white will appear holographic
Iris shape irisshape irises
Iris border irisborder irises

Loading Addon Maps

The game will search in [game root directory]/HDT/Content/Addons/Maps/ (and any subfolders), for .png files. Note that no other image formats are compatible.

To be loaded correctly, addon textures must be named according to the following schema:

[prefix]_[name].png

[prefix] determines which parameter the map will be loaded into as an option (listed in the table above), and [name] determines the name of the texture that will be displayed in-game and used for saving/loading presets including that texture.


  1. Don't look at me I didn't choose this value