Estelindis wrote...
Just a-wondering: what's the big deal
with the cloak-style head gear mentioned by oOKyeOo? What makes this
mode of head gear special in technical terms? It would seem to offer a
fair few challenges to the CC maker (there's a reason we've seen only
reskins of the new style of cloaks - or at least I've never seen them,
but your post implies that they exist) and I'd like to know what the
payoff would be.
I think cloak-style headgear might be easier for a builder to easily add to a module, no scripting required (just a quick edit of cloakmodel.2da), and the color can be easily adjusted in the toolset (or with dyes in-game). VFX-based headgear requires scripting to match the gender & race of the wearer, and has no actual inventory item associated with it, so further scripting is needed to manage the effects (start them, keep them running, restore them after resting, etc.), and the colors can't be changed without making a new version of the model(s).
My preference is VFX-based, but that's simply because I've already got a system in place for making new head-aligned visual effects, have the base scripting already in use in my PW, and I'm not limited to 255 appearances. Plus, I like my players' characters to still be able to wear cloaks at the same time.
Modifié par The Amethyst Dragon, 12 février 2011 - 07:28 .