Author Topic: Alternate Paperdolls In OpenXcom Extended  (Read 15352 times)

Offline Solarius Scorch

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #15 on: August 27, 2017, 12:33:02 pm »
You need to add this part to the global ruleset:

Code: [Select]
maxLookVariant: X
X being the number of your faces (of one sex only), divided by 4, and then you subtract 1.

For example I currently have 28 faces, so my entry is maxLookVariant: 6.

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #16 on: August 27, 2017, 12:47:43 pm »
Cheers solarius, I'm afraid I'm not understanding what the global ruleset is?
as in modify a separate .rul file, or tag what you've written on the top of my script??
I can't seem to find a global ruleset is all  :-[

Also for those 12 sprites i need (/4-1) maxLookVarient: 2 ?

Thanks
« Last Edit: August 27, 2017, 12:51:37 pm by SuperCaffeineDude »

Offline Solarius Scorch

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #17 on: August 27, 2017, 12:53:08 pm »
Cheers solarius, I'm afraid I'm not understanding what the global ruleset is?
as in modify a separate .rul file, or tag what you've written on the top of my script??
I can't seem to find a global ruleset is all  :-[

You can put it in any file on the highest position - so it has the same order as units:, items:, extraStrings etc.

I keep a separate file for such global variables. Other such flags are maxViewDistance, initialFunding, startingTime, surrenderMode etc.

Online Meridian

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #18 on: August 27, 2017, 12:53:59 pm »
You need to add this part to the global ruleset:
Code: [Select]
maxLookVariant: XX being the number of your faces (of one sex only), divided by 4, and then you subtract 1.
For example I currently have 28 faces, so my entry is maxLookVariant: 6.

That's a complicated formula :)

How about like this:
0 = 8 paperdolls (vanilla)
1 = 16 paperdolls
2 = 24 paperdolls
3 = 32 paperdolls
etc.
15 = 128 paperdolls (max)

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #19 on: August 27, 2017, 01:16:36 pm »

Okay cool it seems to accessing at least half of the list so far as a I am able to make out.

Code: [Select]
maxLookVariant: 2
extraSprites:
  - type: MAN_0F0.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/man_0f0.png
  - type: MAN_0F4.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type01.png
  - type: MAN_0F8.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type02.png
  - type: MAN_0F12.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type03.png
  - type: MAN_0F16.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type04.png
  - type: MAN_0F20.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type05.png
  - type: MAN_0F24.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type06.png
  - type: MAN_0F28.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type07.png
  - type: MAN_0F32.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type08.png
  - type: MAN_0F36.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type09.png
  - type: MAN_0F40.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type10.png
  - type: MAN_0F44.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NWOrigin_F_Armor0_Type11.png

Odd that it was able to access  and randomise around 3-4 portraits without editing no, maybe I have something editing that variable? This is cool thanks Solarius

Online Meridian

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #20 on: August 27, 2017, 01:34:44 pm »
Odd that it was able to access  and randomise around 3-4 portraits without editing no, maybe I have something editing that variable? This is cool thanks Solarius

The paperdolls are randomized also without that setting.
The setting only defines how many paperdolls will appear in the selection window, when you try to change it manually.

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #21 on: August 27, 2017, 01:52:28 pm »
Ah, so are you suggesting I was just unlucky before maybe, how do you change it manually out of interest?

Online Meridian

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #22 on: August 27, 2017, 01:54:51 pm »
Ah, so are you suggesting I was just unlucky before maybe, how do you change it manually out of interest?

In the base, go to Inventory and press M... or right-click on the paperdoll.

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #23 on: August 27, 2017, 02:33:21 pm »
Took me a while to find but cool
So Base... Equip Craft... aTroopCarrier... Equipment... Inventory... rightclick paperdoll, to anyone reading is the route to go?

Definitely lack full access to my 11 sprites on this with current settings, I'll have a play, but this should allow me to show off my roster without relying on luck
It's as you say, 2 = 24 cap but total not individual as I'd thought, so I'd want to take the number to = the least number of sprites in a category.

Cheers sirs!

Offline Yankes

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #24 on: August 27, 2017, 05:00:12 pm »
btw when you change hair color of paperdoll then you should change hair color in battle scape. Property you look for is `spriteHairColor` in armor definition.

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #25 on: August 27, 2017, 11:13:10 pm »
Cool yanks, looks like that could add a lot, the example that pops up is

Code: [Select]
spriteFaceGroup: 14
    spriteFaceColor: [160, 160, 64, 160, 160, 64, 160, 160] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 4
    spriteHairColor: [130, 160, 201, 130, 64, 198, 160, 64] #M0 F0 M1 F1 M2 F2 M3 F3

Can I ask how this applies with an expanded asset list, I take it I just tag on more values that would correspond to M4, F4, M5, F5, etc?

Also the face colour might be an interesting addition too, does that apply to hands and such too?

May need to rethink how I'm going to organise my races, seems like I could maybe combine african and arabian paperdoll sets, that is if I can alter the skintone, and do something else with the fourth set. idk will need to think on it.

Offline Yankes

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #26 on: August 28, 2017, 01:19:03 am »
Yes, each position in that array represents next paperdoll.

"Face" color is color of all pixels that represents skin color (`spriteFaceColor` to change it, if you want).


Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #27 on: August 28, 2017, 08:55:22 pm »


There's my ladies from the far-east, the paperdolls are too bright and yellow maybe, hard to do in xcom's pallet, let me know what you think

Changing the way I divide up the paperdolls

1-Western 1-8 Nordic 9-16 Mediterranean(Latin) - Names : Western
2-Far East: 1-8 Oriental 9-16 Indian - Names : Asian
3-South East: 1-8 African 9-16 Arabian - Names : Islamic
4-Mix: 1-4 Anglo-African, 5-16 Punk/Emo/Alternative Styles - Names : Modern

Since hair and skin tone can be assigned by the paperdoll id, it makes sense to to split a category between africa and arabia, as many north-africans will likely share islamic names that may not make sense on characters from the far-east or the more flamboyant female paperdolls. Another better way might be to also ditch the "Mix" category for "Western, Indian, South-Eastern, Oriental" with the Mediterranean peoples losing 2 slots to western-africans as Chinese and Japanese names can be quite distinct from Indian ones.

Not going to overthink it just yet, I'll get the paperdolls done and test out how it all feels, this is just a rough guide I'm hoping to follow, I'm going through all the females first I think.
« Last Edit: August 28, 2017, 09:05:32 pm by SuperCaffeineDude »

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #28 on: August 29, 2017, 03:58:05 pm »

Short term to aim for 8 per category's sex
Hijab looks a little shit atm, the sunglasses don't work in combination with it. Some of those western paperdolls with the darker hair aren't working for me, need to be a dark brown like my other races rather than an anime blue hair.
Pretty happy with the Indian paperdolls though.
Next is the African, then the Mediterranean women. 
« Last Edit: August 29, 2017, 04:02:14 pm by SuperCaffeineDude »

Offline crono_05

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #29 on: July 13, 2018, 05:35:30 am »
Are you still working on this? all of them look awesome  :)