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We can see that the alpha is correct, now you can go in with a small black brush and paint over the catchlights you can now see because the RGB channels are visible. i.e the white circle on the alpha will let our iris texture be visible. Now you should have a white circle where your iris texture is, to check this tick the small eye icon to the left of the RGB channel, This will show us what the game will read.

Once you have selected the Alpha layer in the channels tab we paint the entire layer black and paste our copied layer. We will now switch over to the Channels tab to edit our Alpha layer. Now CTRL + A which will select our layer and CTRL + C to copy it. Now duplicate your Iris layer and paint it white using the alpha lock to keep it within the selection of our iris. You can make this eye as big or as small as you like, but sticking to near the EA eye size will yield the best results. Initially the iris may not be the same size as our base eye so you can transform and scale down the iris to fit. I then desaturate the eye, adjust the contrast/brightness to my liking, and then copy and paste the iris onto the DDS file we’re working with. I use the Eliptical Marquee Tool to circle the iris, then the Transform Selection tool to more precisely cut it out, then Layer via Copy. Let’s cut the iris texture out of this photo so we can edit it.
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Let’s make a new eye from a royalty free photo I found on google. So by painting the highlights on the alpha in black, by clicking on the alpha channel to edit it, you can make those parts unaffected by the colour wheel in CAS, so they remain white while the iris changes colour. On the right is the Iris Alpha the white is visible and the black is invisible.

This is what the Iris texture looks like. You can see the Alpha channel when you switch the the Channels tab next to the Layers tab in photoshop. On the right is the Alpha which controls the transparency of the texture. ⬆ On the left is the actual texture, which is what you will see when you first open the file. This is what the overlay file looks like. The amFaceEyeColor image is the iris texture itself which needs to be changed to make a new replacement.

The am/af/em/efFace files are the overlay images containing the tonge, teeth, sclera and eyelashes which can all be changed. Looking inside an eye default file will look like this
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I don’t know how to make an eye default from scratch so I use a pre-existing default as a base and just replace the files inside.
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The face tattoo should be placed using the full face location, which is only possible with the XCAS full core mod.* The body tattoo should be placed under the full body location, which also requires the XCAS full core mod (is there an echo in here?). The accessory tattoo is categorized under socks and it’s enabled for all outfits + naked from teen to elder (and no random categorization!).

The blush is for both male and females from teen to elder, and it has one recolorable channel. Next time I’ll try to make something nicer and more useful. These are full body tattoos and you can download either an accessory + blush version or an AMB tat version, though you will need the XCAS full core mod from MTS for the second version.* These tattoos are based on Jadzia’s markings from Star Trek: DS9 (aka the best ST show, don’t you dare say otherwise because I will fight you). Presenting my first tattoo set, in two flavors.
