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More helmets, no heads


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#26
Estelindis

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Right so. I had previously been putting a line of skin in both leather and cloth palettes. Just now, I quickly edited the cloth palette to include two lines of hair. The tga (containing the underlying colours used by the system) is working just fine, but unfortunately the bmp (containing the palette we see and choose from in our user interface) isn't cooperating.  It's showing the leather instead of the cloth.  However, if you do pick the bottom lines in spite of them showing different colours, you will get the hair that I put in there, as the tga is working correctly. Don't know what I might have done wrong with thie bmp. I seem to remember there being a "knack" to the bmps... maybe only working in Paint or something like that, editing them in another program might do something to them that causes a problem...

File link! Put the images into your override folder and tell me if they work for you too.

Modifié par Estelindis, 15 juin 2012 - 12:50 .


#27
Carcerian

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It's a usefull idea, i can see it making all my monster heads into "heads" items, freeing up regular head slots. I could also put all the CEP heads and d20 Modern heads in their own areas, not loosing any to one overriding the other...

Not sure if im going to replace all my regular pc heads with it just yet however...

Pros:

Large potential number of head item types: Assuming new head Item type does work fine ingame, you could have head2 head3 head4 etc item types to your heart's content. Even "MaleElfHead", "FemaleOrcHead", "NPCHead", "KoboldHeads" "Robot Head" for examples, thus allowing each race+gender+whatever to browse and tailor only heads appropriate for them. A designer could sort heads in any way they chose, possibly in different ways for different races (do you really need male/female draconian heads?)

Different equiptment color slots: Have their own metal color slots, that isnt shared with armor color . Simpler heads that require hair/skin only or skin/eyes only could even have 2 cloth or leather slots open as well.

Cons:

Require custom script support (proper scripting could address most of the cons)

Can be removed.

Loose use of helmet slot

Can't choose heads in toolset (making designing NPC's harder/more complicated to design)

No gender or race restrictions (a male half orc can run around wearing a female halfing head)

Doesnt match body skin color, or hair colors, or armor colors

You loose use of skin/hair color channels, reducing number of channels a plt has available

Heads with actual tattoos would not match body tattoos

You loose the ability to have head models different for each race/gender/phenotype (thin/large) as in very few cases (d20 modern/monster heads) would you want the same head available to all races (and esp genders)


Overall It's a concept with potential, the scripting will probably be the trickiest part, as well as requiring a LOT of plt conversion.

I dont see why even Rolo's refernce heads couldnt be such heads. You could keep the all your exsisting heads and support new systems such as the one he has envisioned as well.

Modifié par Carcerian, 15 juin 2012 - 03:17 .


#28
Carcerian

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Estelindis wrote...

Right so. I had previously been putting a line of skin in both leather and cloth palettes. Just now, I quickly edited the cloth palette to include two lines of hair. The tga (containing the underlying colours used by the system) is working just fine, but unfortunately the bmp (containing the palette we see and choose from in our user interface) isn't cooperating.  It's showing the leather instead of the cloth.  However, if you do pick the bottom lines in spite of them showing different colours, you will get the hair that I put in there, as the tga is working correctly. Don't know what I might have done wrong with thie bmp. I seem to remember there being a "knack" to the bmps... maybe only working in Paint or something like that, editing them in another program might do something to them that causes a problem...

File link! Put the images into your override folder and tell me if they work for you too.


Could the "knack" be alpha layer for shininess of metallic colors?

Modifié par Carcerian, 15 juin 2012 - 03:37 .


#29
Estelindis

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Carcerian wrote...

Could the "knack" be alpha layer for shininess of metallic colors?

I didn't think bitmaps *had* alpha layers...  :?

#30
Failed.Bard

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Might the incorrect bmp be something internal as opposed to something you did "wrong"?
As I understand it, cloth, leather, and the tattoos share a pallette by default, so they may have referenced them all internally to just use the cloth bmp.

Is it possible to give tattoo colours their own override color set to test that? If they accept a different pallette but default back to the cloth bmp it would at least give teh reason why, even if not a solution in that case.

#31
Mavrixio

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Estelindis wrote...

Right so. I had previously been putting a line of skin in both leather and cloth palettes. Just now, I quickly edited the cloth palette to include two lines of hair. The tga (containing the underlying colours used by the system) is working just fine, but unfortunately the bmp (containing the palette we see and choose from in our user interface) isn't cooperating.  It's showing the leather instead of the cloth.  However, if you do pick the bottom lines in spite of them showing different colours, you will get the hair that I put in there, as the tga is working correctly. Don't know what I might have done wrong with thie bmp. I seem to remember there being a "knack" to the bmps... maybe only working in Paint or something like that, editing them in another program might do something to them that causes a problem...

File link! Put the images into your override folder and tell me if they work for you too.

It works perfectly!