Lets Create Custom Patches #armareforger
How to Create Your Own Patches Using RHS Templates
Introduction and Overview
- The video introduces a tutorial on creating custom patches using RHS patches as templates, encouraging viewers to like and subscribe for more content.
- The presenter opens Photoshop with a template generated by AI, sized at 1,024 by 1,024 pixels, explaining the choice of dimensions.
Setting Up the Project
- After exporting the image from Photoshop, the presenter discusses organizing files related to different security forces (e.g., Blackstone Security and CAC Security Forces).
- The tutorial requires launching Armor Forger Workshop and mentions that RHS is a necessary dependency for this project.
Folder Structure Organization
- Emphasizes replicating RHS's folder structure in your project for consistency; suggests creating folders such as assets, character patches, and data.
- Informs viewers about checking the data folder where all patch JPEG files will be stored.
Importing Custom Patch Files
- Demonstrates dragging exported JPEG templates into the data folder while addressing script authorization prompts during import.
- Explains how to refresh and locate imported files after confirming script permissions.
Improving Image Quality
- Guides viewers through adjusting import settings in Armor Forger to enhance image quality by changing compression format and color space.
- Recommends following best practices learned from other creators (specifically mentioning Blackart6’s YouTube channel).
Creating Patch Prefabs
- Discusses navigating through RHS's structure to find existing patches that can be duplicated for customization.
- Shows how to duplicate an existing patch file within the project structure before replacing its texture with the newly created EDS file.
Finalizing Patch Creation
- Describes saving changes after importing new textures into emat files and preparing them for use in-game.
Creating and Editing a Patch in the World Editor
Duplicating and Naming the Template
- The process begins with duplicating an existing patchcore US flag template, which is named "1or template." A new template is created and renamed to "CS CSR cscore Bravo."
Editing the Prefab
- The user enters the prefab editor mode by selecting "edit prefab" in the top right corner of the world editor. This allows for modifications to be made using familiar controls from the normal world editor.
Updating Mesh Objects and Materials
- The mesh object remains unchanged, but attention shifts to updating materials. The user locates a newly generated material (emat) for CSOR Bravo and drags it into place.
Configuring Loadout Components
- In configuring loadout components, specifically worn model and item model, adjustments are made by dragging in the appropriate CS Bravo emat. Saving changes is done via control + S.
Testing in Game Environment
- To test how the patch appears in-game, a configuration file (msv inventory items.config) is overridden. This involves navigating through entity catalogs to ensure that patches are categorized under equipment.
Finalizing Patch Configuration
Adding Patch to Arsenal Items
- The user adds their custom patch (CSOR Bravo) into the arsenal item list within their project’s configuration file, ensuring it has no cost associated with it.
Loading Game Mode for Testing
- After closing down unnecessary windows, one of RHS's game master modes is loaded up for testing purposes. A player character is created to check if everything functions correctly.
Verifying Patch Appearance on Character
- Upon accessing the arsenal menu during gameplay, users can see their newly added patches at the end of equipment options. They drag it onto their character's vest to confirm its appearance.
Editing UI Information for Clarity
Updating Item Names and Descriptions
- Before concluding, there’s a need to update UI information related to CSOR Bravo. Changes include naming it “CS Bravo Squad patch” along with a description indicating its purpose.
Reflecting Changes in Gameplay
- After saving these updates, reloading into gameplay shows that changes have been successfully reflected; players can now see updated names when interacting with patches in-game.
Understanding Patch Selection and Template Sizing
Importance of Correct Patch Selection
- The speaker emphasizes the necessity of selecting the right patch for specific situations, noting that not all patches are suitable for shoulder placement.
- A particular type of patch is required to attach to the VRO on the chest, indicating a need for attention to detail in selection.
Template Sizing Explanation
- The discussion shifts to the choice of a 1024x1024 size template, which is linked to an original data file referenced by the speaker.
- The speaker demonstrates how they verified this size by checking dimensions in an EDS file, confirming both width and height as 1024 pixels.
Community Engagement and Future Content
- The speaker encourages community interaction by inviting viewers to leave questions or requests for tutorials in the comments section.