Add clothing
Add clothing in the top bar opens a panel with three tabs: 47863, ZIP and From another ped. Nothing leaves your computer here either.
From files or a ZIP
In 47863 or ZIP, press Choose clothing files or Choose a ZIP and pick a garment’s .ydd and .ytd files. Or press Choose folder in 47863 and pick the folder they are in, even a whole clothing resource: PedForge looks through every subfolder, takes the .ydd and .ytd files and leaves everything else alone. You can also drop files or a folder anywhere on the panel. Files named the usual way, like jbib_000_u.ydd and jbib_diff_000_a_uni.ytd, go by those names, as the game loads them. Files called something else are read by the names stored inside them, so a model and its textures still belong together. Check the category under Category and press the button that adds the garment, such as Add Top 4. When the files hold several garments, Add all adds them in order. If you picked a model without its textures, its garment says so: press Choose folder there and pick the folder, and the textures join what you picked.
Files can also hold textures without a model, such as five colours for a top. PedForge lists them as variants and suggests a garment for them under Garment, usually the one with the number the textures name. Pick another if the suggestion is wrong, then press the button that adds them, such as Add to Top 4. They become new variants of that garment and use no credit. Textures only look right on the model they were made for.
Normal and specular maps lying beside the model, such as jbib_normal_003.ytd and jbib_spec_003.ytd, are read with it and counted on its card, like 2 maps beside the variants. Every skin tone of a variant is kept as well: jbib_diff_003_a_uni, _a_whi and _a_bla are three files of one variant, letter a, and an export writes all three with their own endings. A picked file that made neither a garment nor a variant — a .dds, a .png, or a name PedForge cannot read — is listed at the foot of the panel with a short reason, so nothing goes missing without a word.
From another ped
In From another ped, press Choose the ped’s files and pick all of another ped’s files. It opens in the panel with its own categories and garments. Select a garment, check where it goes under Category and press the button that adds it, such as Add Top 4 to Tops and jackets. Take as many garments as you like, one at a time, and press Close source when you are done.
The garments of the ped you opened show what they look like, drawn on your ped the way adding them would, with the same pictures your own cards and the catalog use. A source ped that came without its .ytd has no textures to put on them, and its cards say Without textures rather than showing a grey figure.
A garment made for another body is re-rigged to your ped as it is added, so PedForge needs your ped’s .yft file. Notes by the garment say what was done, for example that it was re-rigged or that its cloth simulation was left out. If PedForge does not recognise the garment’s skeleton, it stops and offers Add Top 4 anyway, which adds the garment as it is. It may then sit in the wrong place.
What you have added
The top bar counts the garments you have added, like 2 garments, at most 20 credits on export. Press it to see them in a list, each with where it came from. Show selects a garment, and Remove takes it out of the ped and its credit off the total. Undo brings it back. Variants you added are listed too, under Added variants, and cost nothing. Added garments are also marked Added on their cards.
Each garment you add costs 10 credits, counted when you export. The panel says Costs 10 credits on export before you add, and the top bar shows the most the export could cost, like 2 garments, at most 20 credits on export. A garment you remove before exporting is not counted, whether you remove it from the list, in the inspector or with undo. Face shapes, hair colours and tattoos have prices of their own; the guide Credits lists them all.