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Old 01-20-13, 07:50 AM   #1
gap
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Originally Posted by SteelViking View Post
Wait, we had this figured out 1 year ago....I thought it was implemented in a mod already?
As far as I know, no

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Originally Posted by SteelViking View Post
Edit: Helmets are very easy to implement because it is a simple python script file that governs "hats" worn by crew.
Good
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Old 01-20-13, 10:03 AM   #2
TheDarkWraith
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I'll show you some of the difficulties I've encountered with trying to change the crew in regards to ship/crew state. Download this: http://www.mediafire.com/?wr46kk70psvfbhp It's a small part of something I was working on a long time ago.

Extract to MODS folder and enable via JSGME. Run both single missions and note the watch crew's clothing and hat (or lack of hat) with each single mission. Increase time compression to 64 and wait till the watch crew detects the biplane. Note what happens to watch crew. Do this for both single missions. See any problems with the crew?

You'll notice that it's easy to change crew's clothing and hats via scripting. The problem is there aren't enough hats, clothing, etc. to cover every possible face, torso, etc. This is why the devs never implemented it
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Old 01-20-13, 10:21 AM   #3
gap
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Originally Posted by TheDarkWraith View Post
You'll notice that it's easy to change crew's clothing and hats via scripting. The problem is there aren't enough hats, clothing, etc. to cover every possible face, torso, etc. This is why the devs never implemented it
Wouldn't be easy for a gfx/3d artist to create the missing clothing, possibly taking the cue from clothing items already featured, and to import it in game with your GR2 editor?
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Old 01-20-13, 10:24 AM   #4
TheDarkWraith
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Originally Posted by gap View Post
Wouldn't be easy for a gfx/3d artist to create the missing clothing, possibly taking the cue from clothing items already featured in game, and to import it in game with your GR2 editor?
Yes and no. Yes in that gfx/3D artist can create the missing clothing/hats/etc. No in the fact that the GR2 Editor/Viewer currently cannot create new meshes in a GR2 file. I'm slowly working my way to that ability though
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Old 01-20-13, 10:48 AM   #5
gap
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Originally Posted by TheDarkWraith View Post
Yes and no. Yes in that gfx/3D artist can create the missing clothing/hats/etc. No in the fact that the GR2 Editor/Viewer currently cannot create new meshes in a GR2 file. I'm slowly working my way to that ability though
How the scripts you mentioned before are pointing to the GR2 clothing items?

Wouldn't it work as for unit's equipments, where item's unique names are used, no matter in which GR2 file they are located, as long as the file is in the correct folder?

In this case, duplicating the existing files and replacing meshes/textures would be enough
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Old 01-20-13, 11:02 AM   #6
TheDarkWraith
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Quote:
Originally Posted by gap View Post
How the scripts you mentioned before are pointing to the GR2 clothing items?

Wouldn't it work as for unit's equipments, where item's unique names are used, no matter in which GR2 file they are located, as long as the file is in the correct folder?

In this case, duplicating the existing files and replacing meshes/textures would be enough
The character's clothing and items are located in \data\Characters\CharacterBodyParts.GR2. If the game is only referencing this file and only in this path then your idea will not work. If the game is only referencing this file your idea will not work. If the game is only referencing this path then your idea will work. Make sense I have no clue what the game is doing in regards to this file so you'll have to test and find out

As far as scripting items visible/not visible it's done by this:

Wp:SetBodyPartVisibility("B_Hat05", 1);

Where the item in ""s comes from the CharacterBodyParts.GR2 file. The 1 says to make it visible. A 0 says to make it invisible (hide it)
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Old 01-20-13, 11:21 AM   #7
gap
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Originally Posted by TheDarkWraith View Post
If the game is only referencing this path then your idea will work. Make sense I have no clue what the game is doing in regards to this file so you'll have to test and find out

As far as scripting items visible/not visible it's done by this:

Wp:SetBodyPartVisibility("B_Hat05", 1);

Where the item in ""s comes from the CharacterBodyParts.GR2 file. The 1 says to make it visible. A 0 says to make it invisible (hide it)
Yes, makes sense

Looks to me similar to the system used for equipments and crews aboard units. With this model in mind I would say that some testing by someone who is already well experienced with your GR2 Editor, could be worth the time spent in it
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