Find
“I want to recolor the punk jeans”: the hard part has always been finding which files that means. A garment reaches its look through a chain of files (its item record, an entity, an appearance file, one or more meshes, and their materials), and the two body types can even wear different meshes. Find walks that chain for you.
Find is the second view in EDGEmat’s sidebar, below the Library. It is often collapsed at the bottom: click its FIND header to open it.
Search
Press Find… (the button in the empty view, or the magnifier in Find’s title bar, shown when you hover its header) and type:
| Type | Finds |
|---|---|
| A garment’s in-game name, or part of it | punk jeans, Sunny Ammo, samurai jacket. The names come from your game, in English |
| A record id | Items.Pants_03_basic_01, or part of it such as CasualShoes_01 |
| Part of a mesh’s path | s1_055, t2_078 samurai |
The first search reads the game’s list of clothing (about 2,000 items) and takes a few seconds; after that, searches are instant. The view’s header line counts the results: "sunny ammo": 3 items, 0 meshes. Exact phrases come first, and the game’s own items before crafting copies.
Results come in two groups: Items (clothing) and Meshes (files). Clear Find in the title bar empties the view.
From a garment to its materials
Open an item and Find walks its chain:
| Level | What it is |
|---|---|
| The item | Its in-game name, described by its slot and record id. Hover it for its entity and appearance names |
| Feminine body, Masculine body | One look per body type. They often use different meshes: the punk jeans’ feminine body wears other pants (l1_066) than the masculine (l1_062) |
| The mesh | The .mesh file the look uses, described by its mesh appearance (“look red_yellow_graphic”) and how many of its materials are layered |
| The materials | Each material on that mesh. A layered one shows a layers icon and its setup file; others show their base material, such as metal_base.remt |
Click a layered material to open its setup in the setup editor, with the exact mask set this mesh uses, and the garment named in the editor’s header. Hover a material for its setup, mask and other paths.
A mesh found by path opens the other way round: into its appearances (looks), each into its materials. Handy for comparing a mesh’s looks, such as a jacket with and without its bags.
Buttons on the rows
| Button | On | Does |
|---|---|---|
| Eye (View in 3D) | Mesh rows | Opens the mesh in REDcode’s 3D viewer with its colors. See View in 3D |
| Copy (Copy Game Path) | Mesh rows and layered materials | Copies the mesh’s path, or the material’s setup path |
| Sparkle (New Material Here) | Material rows | Opens New Material, aimed at that material on every body’s mesh of the garment |
All appear when you hover a row, and in its right-click menu.
Limits
- Find knows the game’s own clothing. Items added by mods (through ArchiveXL) aren’t followed yet; find their meshes by path instead.
- Your open project isn’t searched yet: open its setups with Open Setup… › A file on disk.
For assistants
The same walk is the MCP tool mat_find: “which materials do the punk jeans use?” See Assistants.