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Another .wop request
Posted: Thu May 07, 2009 3:08 pm
by steelkeg
Is is possible to make a stinker NPC wop with a custom hat texture? I need one.
Posted: Thu May 07, 2009 6:26 pm
by cbloopy
Okay, but you need to tell me which type of hat it is for.
Posted: Fri May 08, 2009 9:43 am
by steelkeg
A hat like Stinky's hat.
Posted: Fri May 08, 2009 6:36 pm
by cbloopy
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.
Posted: Fri May 08, 2009 9:32 pm
by Qloof234
This makes me wonder, and this is probably next to impossible, but is it possible to apply this affect to the player's character?
Posted: Fri May 08, 2009 9:51 pm
by CatHat5678
look a stinker in a yellow cap!

Posted: Sat May 09, 2009 12:32 am
by cbloopy
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).
Posted: Sat May 09, 2009 1:45 am
by AJQZC
Hmmm. I'm confused.

Posted: Sun May 10, 2009 3:13 pm
by steelkeg
Hat=Cap, Colour=26
translates to file Data/Models/Stinker/accessory001Z.jpg
maybe colour is letter number ( 1 = accessory001A.jpg, 2 = accessory001B.jpg ...)
Posted: Sun May 10, 2009 5:01 pm
by Qloof234
So then Colour 27 would be
accessory002A.jpg...

Posted: Sun May 10, 2009 10:11 pm
by cbloopy
Qloof234 wrote:So then Colour 27 would be
accessory002A.jpg...

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.
Posted: Sun May 10, 2009 10:24 pm
by Qloof234
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.

Posted: Mon May 11, 2009 7:50 am
by AJQZC
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.