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275 lines (252 loc) · 17.9 KB
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Customize = {}
-- General
Customize.Command = 'shotmaker'
Customize.MenuCommand = 'wardrobe'
Customize.AceRestricted = false -- true = ACE permission required (see README)
Customize.RoutingBucket = 999
Customize.ScreenshotQuality = 0.92 -- 0.0–1.0 (webp/jpg only)
Customize.ScreenshotFormat = 'png' -- 'png' | 'webp' | 'jpg'
Customize.TransparentBg = true -- chroma key removal (png only)
Customize.ScreenshotWidth = 512
Customize.ScreenshotHeight = 512
Customize.StudioCoords = vector3(0.0, 0.0, -150.0)
Customize.StudioHeading = 180.0
Customize.WaitAfterApply = 500 -- ms
Customize.WaitAfterCapture = 300 -- ms
Customize.TextureLoadWait = 600 -- ms
Customize.CaptureAllTextures = false -- true = all textures, false = texture 0 only
-- Batch / Performance
Customize.BatchSize = 10
Customize.BatchPauseWait = 2000 -- ms
Customize.GCInterval = 20
Customize.LatentRate = 8000000 -- bytes/sec per upload (latent event throttle). The upload is the
-- full-screen frame, not the resized output. On a remote server,
-- keep it at or below the client's real upload speed; going higher
-- just floods the connection and spikes ping.
Customize.MaxPendingUploads = 2 -- uploads allowed in flight before the capture loop waits for the
-- server to confirm one. Stops slow connections from piling up
-- frames until the client times out.
-- Chroma Key Screen
Customize.ChromaKeyColor = 'magenta' -- 'green' | 'magenta'
Customize.GreenScreen = {
width = 8.0,
depth = 8.0,
height = 8.5,
floorOffset = -3.0,
}
-- Head Chroma Mask — covers the ped's head with chroma color so the server
-- can wipe it out for accessory/torso shots (configured per category via
-- the `hideHead = true` flag). Each entry is a sphere centered on SKEL_Head
-- plus its own offsets, sized by sizeX/Y/Z, and optionally rotated by
-- rotX/rotY/rotZ (degrees).
--
-- Stack multiple entries to cover head + jaw + neck independently — small
-- spheres tucked exactly where they're needed beat one big sphere that has
-- to compromise between clipping clothing or leaving skin visible.
--
-- Rotation is around the marker center. With unequal sizeX/Y/Z (ellipsoid)
-- you can tilt the shape — e.g. rotX > 0 pitches the sphere's long axis
-- downward, which is useful for following the slope of the neck under the
-- chin without expanding into the chest area.
Customize.HeadMask = {
{ offsetX = 0.0, offsetY = 0.0, offsetZ = 0.136, sizeX = 0.12, sizeY = 0.15, sizeZ = 0.315 },
}
-- Auto-set screen color from preset (do not edit manually)
Customize.GreenScreen.color = Customize.ChromaKeyColor == 'magenta'
and { r = 255, g = 0, b = 255 }
or { r = 0, g = 177, b = 64 }
-- Studio Lights
Customize.StudioLights = {
{ offset = vector3(0.0, 2.5, 1.0), range = 8.0, intensity = 3.0 },
{ offset = vector3(-2.5, 0.0, 1.0), range = 5.0, intensity = 2.0 },
{ offset = vector3(2.5, 0.0, 1.0), range = 5.0, intensity = 2.0 },
{ offset = vector3(0.0, -1.5, 1.0), range = 4.0, intensity = 1.5 },
{ offset = vector3(0.0, 0.0, 3.0), range = 6.0, intensity = 2.5 },
}
-- Camera Presets (fov, zPos, rotation, dist, defaultAngleH, defaultCamZ, defaultRoll)
Customize.CameraPresets = {
hair = { fov = 25.0, zPos = 0.72, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
face_overlay = { fov = 18.0, zPos = 0.68, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
chest_overlay = { fov = 28.1, zPos = 0.28, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 178.9, defaultCamZ = 0.06, defaultRoll = 0.0 },
mask = { fov = 25.1, zPos = 0.66, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.6, defaultCamZ = 0.0, defaultRoll = 0.0 },
arms_gloves = { fov = 89.4, zPos = 0.07, rotation = vector3(0.0, 0.0, 0.0), dist = 0.6, defaultAngleH = 180.6, defaultCamZ = 0.09, defaultRoll = 0.0 },
legs = { fov = 60.0, zPos = -0.46, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 179.9, defaultCamZ = 0.1, defaultRoll = 0.0 },
shoes = { fov = 19.0, zPos = -0.96, rotation = vector3(0.0, 0.0, 0.0), dist = 1.3, defaultAngleH = 180.3, defaultCamZ = 0.77, defaultRoll = 0.0 },
accessories = { fov = 24.0, zPos = 0.3, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
body = { fov = 37.7, zPos = 0.31, rotation = vector3(0.0, 0.0, 0.0), dist = 1.3, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
decals = { fov = 56.4, zPos = 0.27, rotation = vector3(0.0, 0.0, 0.0), dist = 0.9, defaultAngleH = 0.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tops = { fov = 34.7, zPos = 0.22, rotation = vector3(0.0, 0.0, 0.0), dist = 1.4, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
hats = { fov = 21.2, zPos = 0.72, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
glasses = { fov = 5.0, zPos = 0.7, rotation = vector3(0.0, 0.0, 0.0), dist = 2.5, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
ears = { fov = 20.0, zPos = 0.68, rotation = vector3(0.0, 0.0, 0.0), dist = 1.0, defaultAngleH = 180.9, defaultCamZ = 0.0, defaultRoll = 0.0 },
watches = { fov = 17.8, zPos = -0.19, rotation = vector3(0.0, 0.0, 275.0), dist = 1.0, defaultAngleH = -85.0, defaultCamZ = 0.45, defaultRoll = 0.0 },
bracelets = { fov = 21.7, zPos = -0.19, rotation = vector3(0.0, 0.0, 0.0), dist = 1.0, defaultAngleH = -275.6, defaultCamZ = 0.5, defaultRoll = 0.0 },
vehicle = { fov = 40.0, zPos = 0.81, rotation = vector3(0.0, 0.0, 0.0), dist = 8.0, defaultAngleH = 399.4, defaultCamZ = 1.82, defaultRoll = 0.0 },
object = { fov = 35.0, zPos = 0.42, rotation = vector3(0.0, 0.0, 0.0), dist = 3.7, defaultAngleH = 211.8, defaultCamZ = 0.83, defaultRoll = 0.0 },
tattoo_torso = { fov = 36.0, zPos = 0.25, rotation = vector3(0.0, 0.0, 0.0), dist = 1.4, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_back = { fov = 36.0, zPos = 0.25, rotation = vector3(0.0, 0.0, 0.0), dist = 1.4, defaultAngleH = 0.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_head = { fov = 22.0, zPos = 0.64, rotation = vector3(0.0, 0.0, 0.0), dist = 1.2, defaultAngleH = 180.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_left_arm = { fov = 40.0, zPos = 0.15, rotation = vector3(0.0, 0.0, 0.0), dist = 1.3, defaultAngleH = 275.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_right_arm = { fov = 40.0, zPos = 0.15, rotation = vector3(0.0, 0.0, 0.0), dist = 1.3, defaultAngleH = 85.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_left_leg = { fov = 45.0, zPos = -0.5, rotation = vector3(0.0, 0.0, 0.0), dist = 1.4, defaultAngleH = 225.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
tattoo_right_leg = { fov = 45.0, zPos = -0.5, rotation = vector3(0.0, 0.0, 0.0), dist = 1.4, defaultAngleH = 135.0, defaultCamZ = 0.0, defaultRoll = 0.0 },
}
-- Clothing Categories (componentId -> camera preset)
-- visibleComponents : component IDs that remain visible at drawable 0 (e.g. 0=head, 2=hair, 3=torso)
-- componentOverrides: override specific component drawables (e.g. {[3] = 15} sets torso to drawable 15)
-- previewDrawable : drawable shown in preview mode (default: 0)
-- hideHead : draw a chroma-key sphere over the head during capture (removed by bg removal)
Customize.Categories = {
{ componentId = 2, label = 'Hair', camera = 'hair', visibleComponents = {0}, previewDrawable = 15 },
{ componentId = 1, label = 'Mask', camera = 'mask', visibleComponents = {0, 2}, previewDrawable = 23 },
{ componentId = 3, label = 'Arms / Gloves', camera = 'arms_gloves', visibleComponents = {}, hideHead = true },
{ componentId = 4, label = 'Pants', camera = 'legs', visibleComponents = {} },
{ componentId = 5, label = 'Bags', camera = 'decals', visibleComponents = {}, previewDrawable = 1, hideHead = true },
{ componentId = 6, label = 'Shoes', camera = 'shoes', visibleComponents = {}, previewDrawable = 1 },
{ componentId = 7, label = 'Accessories', camera = 'accessories', visibleComponents = {0, 3}, componentOverrides = {[3] = 15}, hideHead = true },
{ componentId = 8, label = 'Undershirt', camera = 'tops', visibleComponents = {}, hideHead = true },
{ componentId = 9, label = 'Body Armor', camera = 'body', visibleComponents = {}, previewDrawable = 1, hideHead = true },
{ componentId = 10, label = 'Decals', camera = 'decals', visibleComponents = {3}, componentOverrides = {[3] = 15}, hideHead = true },
{ componentId = 11, label = 'Tops', camera = 'tops', visibleComponents = {}, hideHead = true },
}
-- Prop Categories (propId -> camera preset)
-- anim: optional animation played during capture (dict, name, flag)
Customize.PropCategories = {
{ propId = 0, label = 'Hats', camera = 'hats', visibleComponents = {0, 2} },
{ propId = 1, label = 'Glasses', camera = 'glasses', visibleComponents = {0, 2}, previewDrawable = 2 },
{ propId = 2, label = 'Ears', camera = 'ears', visibleComponents = {0, 2} },
{ propId = 6, label = 'Watches', camera = 'watches', visibleComponents = {3}, anim = { dict = 'anim@heists@ornate_bank@grab_cash', name = 'grab', flag = 49 } },
{ propId = 7, label = 'Bracelets', camera = 'bracelets', visibleComponents = {3}, anim = { dict = 'anim@heists@ornate_bank@grab_cash', name = 'grab', flag = 49 } },
}
-- Head Overlay Categories (overlayIndex -> camera preset)
-- Uses SetPedHeadOverlay / GetPedHeadOverlayNum natives
-- colorType: 1 = hair color (eyebrows, facial hair), 2 = makeup color (makeup, blush, lipstick)
-- colorId: overlay color index (1 = black)
Customize.OverlayCategories = {
-- Face overlays
{ overlayIndex = 0, label = 'Blemishes', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 1, label = 'Facial Hair', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 2, label = 'Eyebrows', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 3, label = 'Ageing', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 4, label = 'Makeup', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 2, colorId = 1 },
{ overlayIndex = 5, label = 'Blush', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 2, colorId = 1 },
{ overlayIndex = 6, label = 'Complexion', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 7, label = 'Sun Damage', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
{ overlayIndex = 8, label = 'Lipstick', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 2, colorId = 1 },
{ overlayIndex = 9, label = 'Moles & Freckles', camera = 'face_overlay', visibleComponents = {0, 2}, colorType = 1, colorId = 1 },
-- Body overlays
{ overlayIndex = 10, label = 'Chest Hair', camera = 'chest_overlay', visibleComponents = {0, 2, 3}, componentOverrides = {[3] = 15}, colorType = 1, colorId = 1 },
{ overlayIndex = 11, label = 'Body Blemishes', camera = 'chest_overlay', visibleComponents = {0, 2, 3}, componentOverrides = {[3] = 15}, colorType = 1, colorId = 1 },
}
-- Tattoo Categories (zone -> camera preset)
-- The tattoo list comes from Customize.Tattoos when you fill it, otherwise from
-- illenium-appearance's customize/tattoos.lua while that resource is running.
-- zone : tattoo zone as written in the list (ZONE_TORSO, ZONE_HEAD, ZONE_LEFT_ARM,
-- ZONE_RIGHT_ARM, ZONE_LEFT_LEG, ZONE_RIGHT_LEG, ZONE_HAIR)
-- facing: optional 'front' | 'back'. Read from the game's tattoo shop data, which
-- only covers base game / DLC tattoos; anything else counts as 'front'.
-- A tattoo goes to the first category whose zone and facing match.
Customize.TattooCategories = {
{ zone = 'ZONE_TORSO', facing = 'front', label = 'Torso (Front)', camera = 'tattoo_torso' },
{ zone = 'ZONE_TORSO', facing = 'back', label = 'Torso (Back)', camera = 'tattoo_back' },
{ zone = 'ZONE_HEAD', label = 'Head', camera = 'tattoo_head' },
{ zone = 'ZONE_LEFT_ARM', label = 'Left Arm', camera = 'tattoo_left_arm' },
{ zone = 'ZONE_RIGHT_ARM', label = 'Right Arm', camera = 'tattoo_right_arm' },
{ zone = 'ZONE_LEFT_LEG', label = 'Left Leg', camera = 'tattoo_left_leg' },
{ zone = 'ZONE_RIGHT_LEG', label = 'Right Leg', camera = 'tattoo_right_leg' },
{ zone = 'ZONE_HAIR', label = 'Hair Fades', camera = 'hair' },
}
-- Bare-skin outfit worn for tattoo shots (componentId -> drawable): underwear
-- and barefoot. Every other component except head and hair is hidden.
Customize.TattooBody = {
male = { [3] = 15, [4] = 61, [6] = 34, [8] = 15, [11] = 15 },
female = { [3] = 15, [4] = 15, [6] = 35, [8] = 14, [11] = 15 },
}
-- Force a tattoo to the front or back camera when the shop data is wrong or
-- missing (addon tattoos have none). Key: overlay name (hashMale / hashFemale).
Customize.TattooFacing = {
-- ['MP_Bea_M_Back_000'] = 'back',
}
-- Optional tattoo list, same format as illenium-appearance's Customize.Tattoos:
-- Customize.Tattoos = {
-- ZONE_TORSO = {
-- { label = 'Turbulence', collection = 'mpairraces_overlays', hashMale = 'MP_Airraces_Tattoo_000_M', hashFemale = 'MP_Airraces_Tattoo_000_F' },
-- },
-- }
-- Vehicle Categories
-- 'auto' = auto-detect all loaded vehicle models via GetAllVehicleModels()
-- Or use a manual list: { { model = 'adder', label = 'Adder' }, ... }
Customize.VehicleCategories = 'auto'
-- Object/Prop Categories (world objects)
-- Add or remove props as needed. Use /shotprop <model> to capture unlisted props.
Customize.ObjectCategories = {
-- Furniture
{ model = 'prop_bench_01a', label = 'Park Bench' },
{ model = 'prop_bench_05', label = 'Wooden Bench' },
{ model = 'prop_table_01', label = 'Folding Table' },
{ model = 'prop_table_03', label = 'Picnic Table' },
{ model = 'prop_chair_01a', label = 'Folding Chair' },
{ model = 'prop_chair_04a', label = 'Office Chair' },
{ model = 'prop_skid_chair_01', label = 'Plastic Chair' },
{ model = 'prop_couch_01', label = 'Couch' },
{ model = 'prop_bed_01', label = 'Bed' },
-- Containers
{ model = 'prop_barrel_01a', label = 'Barrel' },
{ model = 'prop_cs_cardbox_01', label = 'Cardboard Box' },
{ model = 'prop_box_wood01a', label = 'Wood Crate' },
{ model = 'prop_bin_01a', label = 'Trash Bin' },
{ model = 'prop_dumpster_01a', label = 'Dumpster' },
{ model = 'prop_sacktruck_02a', label = 'Hand Truck' },
-- Electronics
{ model = 'prop_laptop_01a', label = 'Laptop' },
{ model = 'prop_tv_flat_01', label = 'Flat TV' },
{ model = 'prop_monitor_02', label = 'Monitor' },
{ model = 'prop_radio_01', label = 'Radio' },
{ model = 'prop_cs_tablet', label = 'Tablet' },
-- Food & Drink
{ model = 'prop_food_bs_burger3', label = 'Burger' },
{ model = 'prop_food_cb_donuts', label = 'Donuts' },
{ model = 'prop_cs_beer_bot_01', label = 'Beer Bottle' },
{ model = 'ng_proc_sodacan_01a', label = 'Soda Can' },
{ model = 'prop_pizza_box_01', label = 'Pizza Box' },
-- Nature
{ model = 'prop_plant_int_01a', label = 'Plant' },
{ model = 'prop_pot_plant_01a', label = 'Pot Plant' },
{ model = 'prop_bush_lrg_04b', label = 'Large Bush' },
{ model = 'prop_rock_4_a', label = 'Rock' },
-- Industrial
{ model = 'prop_barrier_work01a', label = 'Road Barrier' },
{ model = 'prop_cone_01a', label = 'Traffic Cone' },
{ model = 'prop_toolchest_05', label = 'Tool Chest' },
{ model = 'prop_jerrycan_01a', label = 'Jerry Can' },
{ model = 'prop_fire_exting_1a', label = 'Fire Extinguisher' },
-- Weapons & Misc
{ model = 'prop_cs_katana_01', label = 'Katana' },
{ model = 'prop_tool_hammer', label = 'Hammer' },
{ model = 'prop_tool_wrench', label = 'Wrench' },
{ model = 'prop_golf_bag_01', label = 'Golf Bag' },
{ model = 'prop_bball_01', label = 'Basketball' },
{ model = 'prop_tennis_ball', label = 'Tennis Ball' },
}
-- Green Screen (Vehicles) — larger for cars
Customize.VehicleGreenScreen = {
width = 30.0,
depth = 30.0,
height = 15.0,
floorOffset = -3.0,
}
-- Green Screen (Objects)
Customize.ObjectGreenScreen = {
width = 12.0,
depth = 12.0,
height = 10.0,
floorOffset = -3.0,
}
-- Studio Lights (Vehicles) — wider range
Customize.VehicleStudioLights = {
{ offset = vector3(0.0, 8.0, 3.0), range = 20.0, intensity = 4.0 },
{ offset = vector3(-8.0, 0.0, 3.0), range = 15.0, intensity = 3.0 },
{ offset = vector3(8.0, 0.0, 3.0), range = 15.0, intensity = 3.0 },
{ offset = vector3(0.0, -5.0, 3.0), range = 12.0, intensity = 2.5 },
{ offset = vector3(0.0, 0.0, 8.0), range = 18.0, intensity = 3.5 },
}