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Author Topic: Alternate Paperdolls In OpenXcom Extended  (Read 19147 times)

Offline SuperCaffeineDude

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Alternate Paperdolls In OpenXcom Extended
« on: May 31, 2017, 04:03:55 pm »
Sorry to start up another topic, basically I want to have more ethnicities in game.

Here's kind of an example


I've had a look at sol's diversity-pack I've seen that the look-weights range from 0-3 (4 races)and so I'm left wondering how I add a 5th, 6th, etc race. Could anyone point me in the right direction here? Is it even possible without heavy modifications?
« Last Edit: August 25, 2017, 09:43:22 am by SuperCaffeineDude »

Offline SuperCaffeineDude

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Re: Question: Adding more Paperdolls
« Reply #1 on: June 02, 2017, 06:33:14 pm »
Sorry guys is there any info out there on this, expanding the paperdolls is something I really want to do, but I'm hitting a dead end and can't find any examples of it.

I've dug through the soldier script, which goes straight to the soldier name file, but if I add on a 5th look weight where will it grab the images from, idk.

For instance if I add a 5th look-weight in a name-list does it automatically grab from type: MAN_0M4.SPK? I'll work on it some more today but I'd appreciate if someone could drop me some tips here.

Offline Meridian

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Re: Question: Adding more Paperdolls
« Reply #2 on: June 02, 2017, 06:56:03 pm »
In vanilla there are only 2 genders and 4 races (looks).

In Extended, there are 16 sub-races (lookVariants)... for a grand total of 2*4*16 = 128 possible paperdolls.
If you look into PirateZ ruleset, you'll find examples how to add them, I think there are 80 or so different paperdolls there.

If 128 is not enough, then we have soldier types, which allow you to add unlimited amount of paperdolls (128 per each soldier type).

Offline SuperCaffeineDude

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Re: Question: Adding more Paperdolls
« Reply #3 on: June 02, 2017, 07:30:43 pm »
Hmm so 16 variants of each sex for each of 4 races. So I'm presuming the .nam file is restricted to 4 races still, and the 16 variants are completely random?

Or is it possible to have an IslamicNation.nam file select the mediterranean/indian-skin tone and access a specific variant, or rather define the sub-look-weight?
Quote
i.e.
lookWeights:
-1
-90 (90,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
-3
-6

I'll download the PirateZ mod again and take a look, cheers for your help

Offline Meridian

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Re: Question: Adding more Paperdolls
« Reply #4 on: June 02, 2017, 07:33:36 pm »
Hmm so 16 variants of each sex for each of 4 races. So I'm presuming the .nam file is restricted to 4 races still, and the 16 variants are completely random?

Yes.

Or is it possible to have an IslamicNation.nam file select the mediterranean/indian-skin tone and access a specific variant, or rather define the sub-look-weight?

Not at the moment. Can be implemented.
« Last Edit: June 02, 2017, 07:36:00 pm by Meridian »

Offline SuperCaffeineDude

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Re: Question: Adding more Paperdolls
« Reply #5 on: June 02, 2017, 07:47:25 pm »
Thank you for clarifying, I'll work towards having some the random 16 filled out and working, having a Muslim named Aadarsh or Bhuvanesh shouldn't be that jarring.

Offline SuperCaffeineDude

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Re: Question: Adding more Paperdolls
« Reply #6 on: June 03, 2017, 04:09:56 am »
Hmm I seem to be struggling with finding where the additional 16 sub-race portraits are defined in Pitatez, I'm going to put some this on hold whilst I work on some other projects.

Offline Dioxine

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Re: Question: Adding more Paperdolls
« Reply #7 on: June 10, 2017, 02:50:42 pm »
No need to define anything, you simply declare M dolls above M3 and female dolls above F3. Races go sequentially, meaning M4...M7 is repetition of the same race sequence as M0...M3.

Offline SuperCaffeineDude

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Re: Question: Adding more Paperdolls
« Reply #8 on: August 25, 2017, 09:40:30 am »
Hi back again (for a while :p ) I obviously hit the wall.

Thank you Dioxene and Meridian for your thoughts so far, my technical knowledge is pretty rocky and I needed to work on something, so hopefully I can resolve this today.

So to clarify on Dioxine's comment all I need to do for a race paperdoll variant is...

  - type: HEAVY_PERSONAL_ARMOR_INVM0.SPK
    singleImage: true
    files:
      0: Resources/AnyNameILike1.gif

  - type: HEAVY_PERSONAL_ARMOR_INVM4.SPK
    singleImage: true
    files:
      0: Resources/AnyNameIAlsoLike.gif

  - type: HEAVY_PERSONAL_ARMOR_INVM8.SPK
    singleImage: true
    files:
      0: Resources/AnyNameIAlsoLikePlease.gif

And that will yield 3 alternate paperdolls for caucasian males? No catches right? I'll run an experiment later today, hopefully finally complete this small mod.

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #9 on: August 25, 2017, 05:10:35 pm »
So I'm using this...

Code: [Select]
extraSprites:
  - type: MAN_0F0.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/man_0f0.png
  - type: MAN_0F4.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NoArmor_F_Blonde_Curls.png
  - type: MAN_0F8.SPK
    singleImage: true
    files:
      0: Resources/GenderDetail/NoArmor_F_Blonde_Crop.png

...it's the only change I've made, seems to work, so far no "man_0f0" but that's rng I guess.
You can see two of the three randomly selected paperdolls ingame below.

Spoiler:

So now I need to learn how to save my images properly in GIMP lol. I think I've been lucky up till now, there's plenty of topics on that though, so I'll have a dig around.

My plan is to divide up races like so
-North Western (European)
-Southern (African)
-Eastern (Non-Islamic Asia)
-Middle-Eastern (Islamic Arabian)

It seems a bit silly to lose a spot for an Islamic portrait selection, this is just to avoid having a Sikh character portrait assigned to a "Mohammed" name.
Does anyone know a better way to divide up names and races between the 4 skin-tones?

Shorter term though for north-western I'm working on these...

Spoiler:
1.cropped-hair, blonde/ginger/brunette //DONE
2.curly hair, blonde //DONE
3.straight hair, blonde //DONE
4.curly hair, ginger //DONE
5.straight hair, ginger
6.curly hair, brunette
7.straight hair, brunette
8.curly hair, black
9.straight hair, black
10.cropped hair, black // DONE
11.punk green
12.punk pink
13.glasses
14.sunglasses
15.ott feminine
16.ott masculine

We'll see what of that I can do this weekend  :P
« Last Edit: August 25, 2017, 05:51:57 pm by SuperCaffeineDude »

Offline Solarius Scorch

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #10 on: August 25, 2017, 08:44:38 pm »
Wow... I will be cheering you on :)

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #11 on: August 25, 2017, 10:03:33 pm »
 :) Cheers bud

Gone through the alternative gals. Just need to convert some black + brown curly/straight hair for the western females.

Probably convert some of my western males next.

Offline Solarius Scorch

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #12 on: August 25, 2017, 10:28:34 pm »
I love them.

Offline mrcalzon02

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #13 on: August 27, 2017, 09:43:57 am »
 ;D They look Great! looking forward to being able to see them in-game at some point!

Offline SuperCaffeineDude

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Re: Alternate Paperdolls In OpenXcom Extended
« Reply #14 on: August 27, 2017, 12:16:47 pm »
Cheers! Another peek...


Does anyone have a better way to test if the paperdolls are accessible? My worry is that it seems to be drawing from very little of my pool (1st four or so images)?
Code: [Select]
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

Perhaps its when I bring MAN_0F into the double digits? Would be great to know if a technical wiz-kid/dude could clarify that? My understanding is for one paperdoll race I need to go x+4+4+4+4+4,etc.

Cheers again!