May 24, 2025

🚧🎓 [S4S] Outfit Type a.k.a. BodyType + AdditionalTextureSpace (Setting) -- This is not "Outfit Type" (Generic Tags).

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🚧 This post needs expanding and restructuring. This was part of "First Steps".

⚠️ These posts will be re-dated so that they appear in order in the Collection.

🎙️ Domo arigato, Mr. Roboto!

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This post covers the "SETTING" found at the very top of the CATEGORIES tab:

  • STUDIO (tab) » CATEGORIES (tab) » "Outfit Type" (drop-down list)

This setting changes the "AdditionalTextureSpace" setting in WAREHOUSE, and because of that, you probably shouldn't use it unless you intend to revert the changes to "AdditionalTextureSpace" / manually modify them to ensure they match the location of your actual textures.

I could be mistaken, but I don't think I am. I believe your "AdditionalTextureSpace" must always match the location of your actual textures regardless where you categorize or re-categorize your item.

☆// - RELATED READING:

🎓 Stunt 101: PartFlags & Tags - https://../collection/view=condensed

☆// - "OUTFIT TYPE" IS A SPECIAL ❄️:

I don't consider STUDIO » CATEGORIES » "Outfit Type" a "PartFlag" or a "TAG", but since we're doing this, I can probably say a few things about it.

"Outfit Type" in STUDIO » CATEGORIES corresponds to "BodyType" in WAREHOUSE, HOWEVER, if you change the "Outfit Type" in STUDIO » CATEGORIES, it changes the "BodyType" and the "AdditionalTextureSpace" in WAREHOUSE.

If you change the "BodyType" in WAREHOUSE, it changes the "Outfit Type" in STUDIO » CATEGORIES, but it doesn't change the "AdditionalTextureSpace" in WAREHOUSE.

"AdditionalTextureSpace" is the reason I've written this section.

I might not be able to properly or accurately explain what I'm about to say next, but I'll try.

If you're re-categorizing an item, you should not use STUDIO » CATEGORIES » "Outfit Type", even though this is the easy way to do it because you've got the handy-dandy "Apply To All Swatches" button to apply the category change to all swatches.

You should manually change WAREHOUSE » "BodyType" in every "CAS Part" instead.

If you've ever created an item or modified a mesh you might know about UV/Texture Maps.

Each category seen in "Outfit Type" / "BodyType" corresponds to a specific area of the UV/Texture Map a.k.a. the "AdditionalTextureSpace".

When you re-categorize an item, it changes the CAS category of the item but it does not change where the actual texture is located on the UV/Texture Map.

For some items, changing the category via "Outfit Type" can cause the item to look "weird". This is because the "AdditionalTextureSpace" no longer matches where the texture actually is on the UV/Texture Map. If you revert "AdditionalTextureSpace" to what the original item was, the "weirdness" might magically disappear.

I learned about this with my Wearables™ Wigs.

If you dissect one of my Wearables™ Wigs, you'll notice that my "AdditionalTextureSpace" is set to HAIR, which is what the item was before I modified it and re-categorized it, but my "Outfit Type" / "BodyType" is set to HAT.

When I made my first Wearables™ Wig, I used "Outfit Type" to change the category from HAIR to HAT, and suddenly the hair look "weird" - the textures looked "weird" and there was a dark shadow covering the bottom half of the hair. Changing my "AdditionalTextureSpace" from HAT back to HAIR resolved the problem.

It took me hours to figure that out.

Since then, I manually change each "BodyType" setting in each "CAS Part" instead of changing the "Outfit Type" and then reverting the "AdditionalTextureSpace", but you could do it that way if you prefer.

Cheers!

☆// - TBC...