Another .wop request

Help Topics, Bug Reports, Feature Requests, etc.
Post Reply
User avatar
steelkeg
Gold Wonderlander
Posts: 59
Joined: Sun Mar 18, 2007 3:15 pm

Another .wop request

Post by steelkeg » Thu May 07, 2009 3:08 pm

Is is possible to make a stinker NPC wop with a custom hat texture? I need one.
Kaboom!
User avatar
cbloopy
Rainbow Master
Posts: 612
Joined: Thu Jan 01, 2009 11:21 am

Post by cbloopy » Thu May 07, 2009 6:26 pm

Okay, but you need to tell me which type of hat it is for.
User avatar
steelkeg
Gold Wonderlander
Posts: 59
Joined: Sun Mar 18, 2007 3:15 pm

Post by steelkeg » Fri May 08, 2009 9:43 am

A hat like Stinky's hat.
Kaboom!
User avatar
cbloopy
Rainbow Master
Posts: 612
Joined: Thu Jan 01, 2009 11:21 am

Post by cbloopy » Fri May 08, 2009 6:36 pm

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.
You do not have the required permissions to view the files attached to this post.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Fri May 08, 2009 9:32 pm

This makes me wonder, and this is probably next to impossible, but is it possible to apply this affect to the player's character?
Image
User avatar
CatHat5678
Rainbow Wonderlander
Posts: 185
Joined: Sat Nov 29, 2008 2:57 am

Post by CatHat5678 » Fri May 08, 2009 9:51 pm

look a stinker in a yellow cap! :shock:
You do not have the required permissions to view the files attached to this post.
Why did the chicken cross the road?
Because if the road crossed the chicken the old lady's would trip over the bump!
(no offence to anyone who thinks of themselves as "old")
User avatar
cbloopy
Rainbow Master
Posts: 612
Joined: Thu Jan 01, 2009 11:21 am

Post by cbloopy » Sat May 09, 2009 12:32 am

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?
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.

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).
User avatar
AJQZC
Rainbow Wizard
Posts: 462
Joined: Mon Jan 05, 2009 1:31 pm

Post by AJQZC » Sat May 09, 2009 1:45 am

Hmmm. I'm confused. :?
User avatar
steelkeg
Gold Wonderlander
Posts: 59
Joined: Sun Mar 18, 2007 3:15 pm

Post by steelkeg » Sun May 10, 2009 3:13 pm

Hat=Cap, Colour=26
translates to file Data/Models/Stinker/accessory001Z.jpg

maybe colour is letter number ( 1 = accessory001A.jpg, 2 = accessory001B.jpg ...)
Kaboom!
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Sun May 10, 2009 5:01 pm

So then Colour 27 would be accessory002A.jpg... :wink:
Image
User avatar
cbloopy
Rainbow Master
Posts: 612
Joined: Thu Jan 01, 2009 11:21 am

Post by cbloopy » Sun May 10, 2009 10:11 pm

Qloof234 wrote:So then Colour 27 would be accessory002A.jpg... :wink:
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.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Sun May 10, 2009 10:24 pm

Ah, I see.

The question is, would the game go back to its letter trick for these symbols?

I think it might, but figuring it out would be the problem in that case. :?
Image
User avatar
AJQZC
Rainbow Wizard
Posts: 462
Joined: Mon Jan 05, 2009 1:31 pm

Post by AJQZC » Mon May 11, 2009 7:50 am

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.
I tried using bddfttpsz001i.wdf, and it seemed alright.
Post Reply