Costume packages and registration
A native costume combines item/collection EBX assets, a morph preset, a skinned MeshAsset, a MeshSet resource, textures and material depot content. Registration makes these resources selectable as an item rather than merely present in a bundle. Observed
| Package member | Role | Confidence |
|---|---|---|
manifest.json, icon.png |
Package metadata and icon | Observed |
layout.toc, Win32/items.toc |
Install manifest and item superbundle index | Observed |
Win32/configurations/layout/initialinstallpackage/cas_01.cas |
Encoded asset bytes in measured packages | Observed |
reskate-build.json |
Build metadata | Observed |
.reskate-studio-patch |
Game executable SHA-256 stamp | Observed |
ReSkate rejects game-data packages lacking the Studio game-version stamp. The stamp identifies the executable, not the ReSkate version. Sourced · ReSkate
Costume EBX types include DelMarBaseItemAsset, DelMarItemCollectionAsset, DingoMorphPreset and SkinnedMeshAsset.
The customization bundle-reference table is
characters/customization/configs/cas_main_bundlereftable; observed presets have both full-path and leaf rows
hashed with FNV-1a-64 over lowercase paths. Item collection patches include items/itemmastercollection and
seasonal ownable-item collections. Observed
Skeleton and geometry
Section titled “Skeleton and geometry”Costume meshes use the stock 386-bone animbase_default_renderskeleton. Section palettes map vertex indices to
that skeleton; the mesh does not supply an independent character skeleton. Measured costume import supports
up to six LODs and eight bone influences per vertex, with byte weights summing to 255. Observed
The MeshSet still follows the LOD pointer and section layouts. Morph chunks are mesh-specific; reusing another mesh’s morph bytes is not an established valid combination. Observed
Compiler routes
Section titled “Compiler routes”cosmetic-mesh-import produces measured custom-mesh .fbmod content, including six LOD chunks and two morphs
for the inspected donor route. The native-costume-build portable modes fault in the inspected compiler;
nonportable custom-geometry modes require no private textures in the input package. Observed
An FBMOD is an intermediate container, distinct from the deployed folder’s native TOCs/CAS. Successful FBMOD creation alone does not establish successful native registry compilation or correct in-game costume display. Observed
Available reports include both a failed direct FBMOD-to-Mods route and a working compile-mod/deploy-mod route. They do not establish matching inputs and compiler versions, so neither is a universal restriction. Unknown