Vindicator
Joined: Aug 20, 2005
Messages: 3065
Location: Upstate NY
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Can you further explain to me how to swap a certain pair of pants for another. Specifically, I want to appear to have the deep blue jeans and don't have the sleepwalkers. Can i replace the sleepwalker code with say plain black slacks?
Vesuveus, you could in theory but it'd be a pain. Sleepwalker Jeans and Deep Blue Jeans are the same model, so you only need to change the texture. Because of this, everything scales properly for everyone. We can swap out hats and such with other things because they're the same size for all body types of the similar gender. If you wanted to swap out Black Plain Slacks with Blue Jeans, you'd need to find the geometry and texture of black slacks, and then replace EACH body type's version of black slacks with the proper geometry. However, there are many different geometries, all vaguely named as /muscular_male/mg_pants1.mga, /small_male/sm_pants1.mga, sm_pants2.mga, and such. It'd take a while to find the right one, and the same thing goes for the black texture.
Plus, most "regular" clothing pieces don't have specular or bump maps; the Blue Jeans do (and the SW Jeans do too). Thus, we can easily swap out SW bump/base .txas and the engine takes care of the geometry for us. And because the Blue Jeans have bump maps, you can't properly replace normal clothing items as them; since they don't have a field for us to attach the bump map texture replacement. It's always best to try and use some distinctive item as a base, Earpiece, SW Jeans, Omega Trench, Demon Army, Area K, Assassin's Mask, etc. Something that would have it's own geometry, texture, and possibly bump texture.
So, if you can get ahold of any of the SW pant versions, it'd be possible to swap them out easily with the RezMap. Another option is always to use the useropts clothing shell; however, you can't always 100% recreate your look with the shell: tattoos, hair color, facial hair color, and skin tone are a bit tricky sometimes.
Vesuveus, you could in theory but it'd be a pain. Sleepwalker Jeans and Deep Blue Jeans are the same model, so you only need to change the texture. Because of this, everything scales properly for everyone. We can swap out hats and such with other things because they're the same size for all body types of the similar gender. If you wanted to swap out Black Plain Slacks with Blue Jeans, you'd need to find the geometry and texture of black slacks, and then replace EACH body type's version of black slacks with the proper geometry. However, there are many different geometries, all vaguely named as /muscular_male/mg_pants1.mga, /small_male/sm_pants1.mga, sm_pants2.mga, and such. It'd take a while to find the right one, and the same thing goes for the black texture.
Plus, most "regular" clothing pieces don't have specular or bump maps; the Blue Jeans do (and the SW Jeans do too). Thus, we can easily swap out SW bump/base .txas and the engine takes care of the geometry for us. And because the Blue Jeans have bump maps, you can't properly replace normal clothing items as them; since they don't have a field for us to attach the bump map texture replacement. It's always best to try and use some distinctive item as a base, Earpiece, SW Jeans, Omega Trench, Demon Army, Area K, Assassin's Mask, etc. Something that would have it's own geometry, texture, and possibly bump texture.
So, if you can get ahold of any of the SW pant versions, it'd be possible to swap them out easily with the RezMap. Another option is always to use the useropts clothing shell; however, you can't always 100% recreate your look with the shell: tattoos, hair color, facial hair color, and skin tone are a bit tricky sometimes.
Quick few notes for those reading the Guide, since I wrote it too quickly:
For useropts on-the-fly, the autoexec is not autoexec.cfg in your root folder but a _low_low.cfg or whatever found in the /auto_cfgs/ folder. For the PlayerName parameter, you need quotes around names sometimes, especially with special chars or spaces. CameraMinHardDist doesn't have to be set to 400; you can range it from 0 to whatever you want (100 = 1 meter away from the camera's focal point). You can use CameraHeightOffset on-the-fly in conjunction to get all sorts of shots and angles.
I'm playing around with some update's to Seymour's Patch. Does anyone have any requests for specific weather they'd like to see, or models as disguises/RSI captures that haven't been included, or models they'd like to fight? (I could, say, turn all Choppers except the boss into CSRs or Corruptors you can interlock, or whatever).
Hats 162 bluesky hat 174 zion berret 180 White bandana 181 White fedora 182 white Headgear 188 Commando berret 190 swat helmet 203 gas mask 207 jewelry 213 skull cap 214 full skull cap face and head 215 face 216 black headgear
Misc bodytype 100 is large female headtypes are in number range of 120 - 138 hairstyles are in and around 116
beta coat = 235 and playercoat color 0 is for beta version and 1 is eyeball version
Message edited by Hydrazine on 05/30/2009 16:15:54.
Femme Fatale
Joined: Oct 21, 2007
Messages: 350
Location: Scotland (It's cold and it rains alot, but we do have a mysterious orange beverage to keep us going)
Online
Bayamos wrote:
I'm playing around with some update's to Seymour's Patch. Does anyone have any requests for specific weather they'd like to see, or models as disguises/RSI captures that haven't been included, or models they'd like to fight? (I could, say, turn all Choppers except the boss into CSRs or Corruptors you can interlock, or whatever).
The Spandex General, Architect and Agent Gray as RSI captures would be terrific, i don't really have the head for fiddling about with all the settings as has been clearly demonstrated, but it would help me out alot finishing my story.