@Neostatos4, glad to help. Good Luck!
@syasuker, glad to help. Thanks for the link. That's a good step forward as well if we can add new textures.
Does anyone know if overwriting current textures with high resolution ones is possible. I thought discussion came up with early PC modding, but I don't recall what the process was, or if the Texture tool automatically allowed and updated stuff.
@bbb, no prob. Thanks for asking the question. Glad it gave me the idea to try that again. With recent progress, I at least had more utilities at my disposal to cut down the workload / testing.
@lsc, Thanks for sending. Transparency stuff looks right. Were you questioning the one spot or just remaking a tutorial for it?
@Leifang, Presently the only way to accomplish this would involve changing a costume with a hair style in it, like the one you posted. I don't think it will be possible right away to add a complete hair set into a costume without one. If I get mesh object addition working then it will be a step in the right direction, but there is still more learning needed to add the necessary chunks that would all accommodate hair, glasses, other toggleable items in addition to the costume itself. Even if that is possible, the biggest negative will be the lack of phones. Even if items like hair are added, if they don't have the necessary bones, there won't be animation.
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I started on the injection util. To get it done sooner, I'm simplifying part of it. I'm only going to allow an insert of new mesh object into the WGT_body ObjGeo and only add one of vertex buffer 64 length. This will cut down on the amount of dynamic code I have to write to find different buffer lengths, finding which code to copy and determining where to put it. So if anyone has any arguments / suggestions as to why this is a disadvantage please let me know.