

pp is later, but you can get the packager here: Do keep in mind that all the information will be limited to the tools found in SB3U.īefore starting, begin by downloading SB3U from Hongfire and unzipping it to a folder of your liking. This will be your main tool and your only friend.īefore we start merging hairs, we should begin by understanding how the files work, and where you can find what you're looking for.

pp files are the ones found inside your data folder. These are container files that holds all the data used by the game. Meshes, animations, textures, you name it. Dragging and dropping them into your SB3U will allow you to peek inside. pp files within your data folder, but of course, not all of them contain the hairs you're looking for. Basically signifying the file is for AA2. The low poly files used by the main game use 'el'. The type of files typically found within, ranging from 00 to 07. We want 02, which contains all the hairs. Subdivision of the as before mentioned category. For hairs, it's subdivided in the following:įor listing purposes. For hairs, you can change it to whatever you want. pp, you will find the following files:Ĭontains the mesh, bone, material settings and textures.Īnimations and morphs. Animations are used by hairs to allow resizing. Can be edited with the BPSTool that you can find here:Ĭonfiguration file telling your game everything it needs to know. For hairs, it shows what files are used, what slot is occupied and if the hair is flippable or not. Those are the basics for all the files you will encounter on your hairy adventures. Look back at this page whenever you're lost and aren't sure what you're working with at the moment. xx contains the models, textures and bones of our hair assets. Different depending on if it's a uniform, face, hair, whatever.įor hairs, it always begins with a 2 and the second number can mean the following things: But wait a second, what are all these numbers in their file names? Here's an example of a hair. You change that number to which of those 4 elements you want. Change it to the slot you are planning on using. Note: These same filenames are also used for the. bps, so keep that in mind if you're looking the fitting hairs and their components. xx and let's look inside! A window opens up on your right with the following elements: We know how the structure works now, and we can finally look for the hair we wish to examine. It is structured as such:Ĭonfiguration on how the materials will appear on your model. What textures to use and the shading methods.Īllows for quick inspection of the meshes contained within the game.

You can select many at once to inspect by ctrl+clicking all of them or ctrl+shift. Easy way of changing materials, adding normals or just plain inspection. Like mentioned before, you can change textures used and shading.
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