Another .wop request
Another .wop request
Is is possible to make a stinker NPC wop with a custom hat texture? I need one.
Kaboom!
Ok here you go, but you need to read the instructions below first because hats work differently from other objects:
Hats and accessories have their own models and textures, and are not specified by the usual "TextureName" means. Instead, when you set the NPC's "Hat", "Colour", "Glasses", and "Colour" values, the game uses those values to generate the filenames to look for inside the Data\Models\Stinker folder.
The provided WOP has "Hat" set to "Cap" and "Colour" set to 26. This will cause the game to use Data\Models\Stinker\bddfttpsz001a.wdf for the cap's texture. I've included that file with the correct name in the zip for convenience; it's just a copy of the blue cap texture, so you'd need to edit it to make it custom (it's just a JPEG despite the .wdf extension). You'll also need to instruct whoever's downloading and playing your level to put bddfttpsz001a.wdf in the correct folder as noted above (which is different from the usual folders we put custom textures in!).
Avoid changing the "Cap" value when using this WOP, as that will lead the game to look for a different filename that doesn't exist.
Hats and accessories have their own models and textures, and are not specified by the usual "TextureName" means. Instead, when you set the NPC's "Hat", "Colour", "Glasses", and "Colour" values, the game uses those values to generate the filenames to look for inside the Data\Models\Stinker folder.
The provided WOP has "Hat" set to "Cap" and "Colour" set to 26. This will cause the game to use Data\Models\Stinker\bddfttpsz001a.wdf for the cap's texture. I've included that file with the correct name in the zip for convenience; it's just a copy of the blue cap texture, so you'd need to edit it to make it custom (it's just a JPEG despite the .wdf extension). You'll also need to instruct whoever's downloading and playing your level to put bddfttpsz001a.wdf in the correct folder as noted above (which is different from the usual folders we put custom textures in!).
Avoid changing the "Cap" value when using this WOP, as that will lead the game to look for a different filename that doesn't exist.
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- CatHat5678
- Rainbow Wonderlander
- Posts: 185
- Joined: Sat Nov 29, 2008 2:57 am
Well, the player's look is created when the player's profile is created, so one possibility would be to hack the programming in wg.exe that handles that part during profile creation where you can select your Stinker's height, hat, etc. This is not exactly on top of my list of things to do, I have to admit.Qloof234 wrote:This makes me wonder, and this is probably next to impossible, but is it possible to apply this affect to the player's character?
I believe the information on the player's look is stored in C:\WA Editor v096\User Data\Player Profiles\<your profile>\Current\playerfile.wpf. So for your own personal use, it'd probably be easier to just hack that file, which would then let you specify custom texture for your hat etc. But I haven't explored the format of that file yet. Also, this will not affect existing savegames you have, because the player/hat/accessory objects are stored in the savegame (as is evident because if you manually copy a savegame folder from one profile to another, the player character's look doesn't change).
Actually it would be accessory001[.jpg. (This'll make more sense if you lookup characters at character map.)Qloof234 wrote:So then Colour 27 would be accessory002A.jpg...
The number before the letter derives from the hat/accessory values. The Editor gives them names but they are really just numbers stored in Data3 and Data5, just like the colours are numbers stored in Data4 and Data6. Hat types ("cap", "top hat", etc.) range from 000-099, and accessory types range from 100 onwards.
I tried using bddfttpsz001i.wdf, and it seemed alright.cbloopy wrote:Actually it would be accessory001[.jpg. (This'll make more sense if you lookup characters at character map.)
The number before the letter derives from the hat/accessory values. The Editor gives them names but they are really just numbers stored in Data3 and Data5, just like the colours are numbers stored in Data4 and Data6. Hat types ("cap", "top hat", etc.) range from 000-099, and accessory types range from 100 onwards.