Hey there, I just thought when it is possible to give random player models it should be possible as well to implement a character editor where you can change the helmet, vest, gloves and protectors like you want. I know that is certainly a lot of work, especially the interface. Anyway it's just an idea
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Yup, you're right it's a hefty amount of work all right, at least if there needs to be a GUI for it or if it has to be integrated in RWR
There are no plans to take RWR voxel editor to support these features, or any other new features for that matter, as far as I know the editor is as complete as it needs to be.
If I had used a bit more time to design it so that the implementation would have been at least neat, I could've possibly opensourced it, if anyone would've been interested to continue developing it.
Having said that, sproxel is open source, so theoretically it's possible to add new features there at least.
EDIT: Hmm.. ok, now you got me thinking while I should've gone sleeping already
Here's another solution to achieve what you're suggesting, the actual script would probably take a few hours for someone who's worked with XML parsing before:
Spoiler:
* create models out of helmets, vests, gloves, protectors, etc, so that they would fit the soldier skeleton model in RWR voxel editor, and save all of them into separate files (to clarify, a helmet model would have the helmet voxels positioned up where the skeleton's head is, and nothing more)
* now, come up with a macro/script/program/whatever that will merge the files given to it, outputting a brand new complete soldier model file ready to be added into faction files ** while merging, you need to offset the voxel indices per each merged component and gather them all into the groups, but shouldn't be rocket science anyhow
* the barebones user interface would be to write "rwr_voxel_merge green_body.xml vest1.xml gloves2.xml helmet5.xml" on command line - simple!
* the funniest thing with this would be that you could probably even re-use Windows Explorer for any GUI needs if you don't like command line: multi-selecting the files, drag & dropping them on to the executable will make it run the files given as parameters - done!
* if you're crazy about usability, one could even take screenshots of the created asset components or visualize them otherwise, and have the images placed in the same folder, so that you could drag & drop the images instead of the actual data files, pretty good for Explorer in image grid view - in such case the script would detect the extension of the files given to it, and change it to point to data files instead, assuming images & data form pairs conveniently
This still wouldn't allow you as a player to choose the model you'd have in the game, but it would ease the pain of creating combinations for models. There's a chance the support for this kind of thing could be one step closer soon, as the support for rank & current item setup -based models is coming. Should be at least moddable at that point to add a vest item none of the AI will use but which you can get at the armory and you'll have it when respawning too, and make that vest change your appearance.
This still wouldn't allow you as a player to choose the model you'd have in the game, but it would ease the pain of creating combinations for models. There's a chance the support for this kind of thing could be one step closer soon, as the support for rank & current item setup -based models is coming. Should be at least moddable at that point to add a vest item none of the AI will use but which you can get at the armory and you'll have it when respawning too, and make that vest change your appearance.
Sounds good to me anyway. I really appreciate that you still care about the community.
_________________ None of you seem to understand. I'm not locked in here with you. You're locked in here with me...
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