Omega Advanced and Evolved Features
The Basic Function of all Omega Kits and appliers is the very simple: Put a Texture on it. All Omega Kits do that, but with Omega Advanced, and then Omega Evolved there was added a variety of new features.
Do note, these features vary from mesh to mesh, some are still in the process of being implemented and some won’t be implemented in some meshes due to the limitations of the mesh or the API for that mesh. There is still a lot of work to do, and eventually, we’ll have it listed on the individual mesh pages which feature they support (Omega Advanced Features ARE already listed). In the meantime, there is a spreadsheet here if you’d like to see our progress:
- Omega Advanced: The First Major Update, it wasn’t TOO ambitious:
- Materials Appliers: Added the ability to set Spec and Normal Maps to appliers!
- Tinting Appliers: Added the ability to tint your appliers! (This was before everyone added tinting to their huds! )
- Omega Evolved: Our Second Major Update, released 10/31/2017 is doing much more:
- Asymmetrical Eye Appliers: I added/am adding the ability to texture individual eyes on meshes where the eyes are connected. (Ie, like Logo). This enables a Heterochromatic look.
- Asymmetrical Arm Appliers: I’ve added keywords to the system to allow skin, tattoo and clothing makers to create designs for a single arm, or different designs for both arms!
- Stand Alone Materials: Omega Advanced only allowed Materials to be included with a texture, not stand on their own. Now you can make appliers that are JUST the spec and/or normal maps
- RLV Integration: To clarify, this integration doesn’t actually use RLV, at all. Rather it adds an API that creators of collars, huds and other fun bits can take advantage of to strip or redress your meshes.
Other features of these updates are much more mundane, faster applications, the addition of a Popup for Makeup Appliers, updated layer converters and dev kit. If you’re interested, you can read more here: