Making Addon Textures

Any customization parameter in Hyperdeep that takes a texture as input can also load custom addon textures at run-time. The game will search in [game root directory]/HDT/Content/Textures/ (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 one of the following schema:

[prefix]_[name].png

[prefix]_[map]_[name].png

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

[map] determines which UV map will be used to apply the texture. Specifying this is optional (if not specified the default UV map for that parameter will be used) and is only compatible with the parameters indicated as taking "Any" UV map in the table below.

Available UV map options are:

Linked in each entry above is a template/example texture illustrating how imported textures will map to HD-chan's geometry.

Parameter Prefix UV Map Notes
Eye shadow eyeshadow Any
Pubic hair pubichair Any
Tattoos tattoos Any
Freckles freckles Any
Lipstick lipstick Any
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 eyes Texture multiplied by associated color parameter
Nose style nosestyle face
Iris structure irisstructure iris
Iris texture iristexture iris
Iris highlight irishighlight iris
Iris specular (primary) irisspecular1 iris
Iris specular (secondary) irisspecular2 iris Saturated colors rendered as-is, white will appear holographic
Iris shape irisshape iris
Iris border irisborder iris