While the next few sections go into the specifics of the different things you can mod, Godot* as a game engine requires a couple things before it can load assets.
*Godot is free and can be downloaded here: https://godotengine.org/
Your meshes need to be in a “.mesh” file format that was created by Godot.
I may choose to add other file formats at a later date, but these meshes are fairly simple to create. All you need to do to create “.mesh” is import your 3D model into Godot (I find the Blender ESCN exporter works best) and copy the files it creates in your project folder.
In Godot, you’ll need to select your 3D model within the FileSystem and then use the “Import” tab above. Click “Preset” and “Import with Separate Objects”. Doing this will properly create a “.mesh” file that The Blind Date Game can use.
Textures need to have an associated “.import” file and compressed version that was created by Godot.
These files tell Godot how to handle the file in question and textures cannot be loaded without them.
I've written I guide for creating ".import" files here.
The game currently only works with “.png” texture files.
The base character model for this game was created initially using the free character creation suite, VRoid. You should be able to easily import VRoid-created models into blender and prepare them for Godot.
The following instructions should help with porting assets from VRoid to Godot.
The VRoid base and Blender base for the character model are available here.
Hair:
Create a hairstyle in vroid.
Import into blender using vrm addon.
Delete or hide everything that's not the hair.
Add some extra mesh to cover the ear patch for furry girls
Export the hair as only a mesh (.escn)
Import into Godot with Separate Objects
Outfit:
Create an outfit in vroid.
Import into blender using vrm addon.
Delete everything that's not the outfit. (Edit mode to delete skin)
Remove the armature material.
Rename the outfit under Object Data Properties. (not scene collection)
Copy remaining mesh into NewBase.blend
Select the outfit, then the armature and parent with empty groups.
Select the body, then the outfit. Open Weight Paint. Transfer weights (Source layer...: by name)
Hide or delete everything that's not the outfit.
Export the outfit as .escn. (Only Visible Object, Disable Modifiers, Disable Materials)
Import into Godot with Separate Objects
Navigate to “AppData\Roaming\Godot\app_userdata\Blind Date Generator\Mods\Faces” and create a folder for your mod.
Place all your face assets here and create a ".json" file (you can name it anything you like).
When adding files: replace anything before "Mods/" with "user://" to allow your mod to work on other computers.
3. Using the following syntax, list all your textures.
{ "TRAIT": { "MOD_NAME": {
"Brows": ["EYEBROW_TEXTURE"],
"Eyes": [["EYE_TEXTURE",
"EYE_COLOR"],
["EYE_TEXTURE", "EYE_COLOR"], ["EYE_TEXTURE", "EYE_COLOR"],
["EYE_TEXTURE", "EYE_COLOR"],],
"Face": ["FACE_TEX",
"BLUSHING_FACE"]}}}
Eye mods require the following:
1 eyebrow
4 eyes
Neutral
Blink
Closed
Lidded
2 faces
Regular Face
Blushing Face
If you do not have a required texture (like with eyecolor for blinking), use "res://Girl/Fallback.png" to avoid crashing.
Any additional assets will be ignored by the game, but can be useful for plugins.
You may list each trait once and as many mods per trait as you'd like.
Navigate to “AppData\Roaming\Godot\app_userdata\Blind Date Generator\Mods\Hair” and create a folder for your mod.
Place all your hair assets here and create a ".json" file (you can name it anything you like).
When adding files: replace anything before "Mods/" with "user://" to allow your mod to work on other computers.
3. Using the following syntax, list all your models and textures.
{ "TRAIT": [["MOD_NAME", "MODEL", "TEXTURE"]]}
If you do not have a required texture (like with eyecolor for blinking), use "res://Girl/Fallback.png" to avoid crashing.
Any additional assets in the array will be ignored by the game, but can be useful for plugins.
You may list each trait once and as many mods per trait as you'd like.
Hairstyles currently only support one texture at a time.
Hair physics or custom materials would need to be applied via plugins.
Navigate to “AppData\Roaming\Godot\app_userdata\Blind Date Generator\Mods\Clothes” and create a folder for your mod.
Place all your clothing assets here and create a ".json" file (you can name it anything you like).
3. Using the following syntax, list all your models and textures.
{ "TRAIT": { "MOD_NAME": [
"MESH",
"TEXTURE1", "TEXTURE2", "ETC"]}}
When adding files: replace anything before "Mods/" with "user://" to allow your mod to work on other computers.
You may list one of each character trait and as many mod names as you'd like.
There is currently a limit of 10 textures for outfits mods.