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398 Posts in 92 Topics- by 88 Members - Latest Member: MaximilianPS

May 17, 2012, 08:35:14 PM
CS:Warriors and CommonersBugschanging textures
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moria
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« on: March 02, 2007, 05:38:12 AM »

Greetings, and congrats on an excellent pack.

Now, not sure if this is a bug or not but lets see Smiley

The way I have set this up is to set up 2 npc characters.. npcma and npcmb (thin and not so thin) based on the main root directory. That way I can generate the NPC's and change clothes etc on the fly.

The Head textures though have a completely different naming convention and structure to the rest of the textures.

If you use the delivered instructions of %MyCharacter.setSkinName("002"); then you will get a console error when the head texture cannot be found.

It would be great if the head was treated the same as pillosity so that you could add any head to any npc based on a mount (although this would make the mountpoints 9 rather than 8  (not good) Smiley

Regards

Graham

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Canon
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« Reply #1 on: March 02, 2007, 07:19:47 AM »

Graham,

I can't treated heads textures the same as pilosities because ... they are textures! Smiley

So, a quick fix would be to rename head texture files, in order to adopte the same naming convention as clothes textures. But then, you fall into a design problem: each texture set will adopt an arbitrary head texture.

I think prepare separated NPC into separated folders is really the best choice. It allows you to mix the texture parts of different sets, and to choose any head texture for any NPC.
Also, use the SetSkinName extension (http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7154) can be a good choice.

So, no, it's not a bug, and I asked myself this question when I designed the pack.
So, if diversity is not a priority, then, rename head texture files. But if NPC diversity is an important part of your project, prefere to use the pack as describe in the documentation.

Christophe
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