s e n wrote...
another implement of texture swapping can be with facial emotes: sad face/smile and so on
Yep, should work, at least for non-PLT based things. And as you'll notice I only included the DDS version of my modified texture in the HAK to give people the strong hint that (at least in this case) the effect is not limited to TGA only. In other words, we can still use the space-saving features of DDS textures.
I've been trying (unsuccessfully so far) to create a model in such a way as to stifle this effect on certain nodes of the hierarchy. So, I used a troll because the entire model is mapped with one texture. What I want to do is to be able to use this effect with NPC's, which have different body parts mapped to different textures. So if I'm lucky, I (or someone else) can come up with a way to make it so when we're applying these new textures, there's only one node in the model which will accept the new texture...that being the face. So one could change the facial texture of an NPC without having the same texture spammed on all other body parts. I don't know if that's possible. I tried it a long time ago just for grins but had no success.
I want to see if we can focus this effect down to just one
part of an object. Would make facial expressions much easier, methinks.
@Rolo - Some of those may not be possible with this effect and some of them are arguably better done using aligned VFX. Assuming the nodes aren't borked anyway: See
here and
here. Right now this affect spams over the whole model- which is how it was intended in the first place. However, since we can use DDS with this effect (at least the way I've done it), spamming a full texture of an NPC with only part of it changed would not be terribly intensive, space-wise. There are some other gaps that need to be filled in such as whether these changes persist when a user leaves and re-enters an area (I don't think the do, so far) and exactly how many of them we get (995-ish?) to play with. For some reason I'm very sweet on this effect to display power meters with X levels of accuracy, or puzzles where the fill-line of a potion changes as the user increases or decreases it's contents.
Builder__Anthony wrote...
I love invisable objects .......the placeable.I was thinking it has to have some sort of texture but its probally plain.So maybe you can give the invisable object a texture to make it "appear".Let me know your thought on that.
I was thinking about that too, so I think it's a great idea.
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I haven't thought up something using that idea which has left the realm of "gimmicky" though. But it's a solid idea. I don't think this effect works on static placeables. If it does, then this would be freaking sweet. Well, there's still the matter of if this effect persists on re-entry to an area. I dunno, lots of cool points and potential "gotchas" or drawbacks all mixed together and I'm not sure how it'll sort out. Someone should throw down a demo using my module as a quick base to build off of.
Builder__Anthony wrote...
Oh changeing all these 2das or whatever you have to have it in a custom hak aint it?
Or the override folder, yes.
Modifié par OldTimeRadio, 16 juin 2012 - 06:56 .