$12256 / $11500
Sorry to flood the forum but I've been looking around the wiki for creating a new set of images for the avatar, I did try to just replace the image but it seem to cause some weird issues and graphical glitching.
In the end I figured it's easier just to create a new sheet. the forum and such but I cannot find any information on how to do that, I dug a bit into the code but I can't tell which one I need to change.
You mean to create new pieces? the avatar is made of separate pieces that the engine puts together. After making a new one you have to declare it on the animation folder.Here is a small sample:
txt goes here>mods\HERESY(your mod)\animations\avatar\male
image=images/avatar/male/Leather_chestguard.png
render_size=128,128
render_offset=64,96
[stance]
position=0
frames=4
duration=800ms
type=back_forth
[run]
position=4
frames=8
duration=533ms
type=looped
[swing]
position=12
frames=4
duration=400ms
type=play_once
[cast]
position=24
frames=4
duration=400ms
type=play_once
[shoot]
position=28
frames=4
duration=400ms
type=play_once
[block]
position=16
frames=2
duration=66ms
type=play_once
[hit]
position=18
frames=2
duration=133ms
type=play_once
[die]
position=18
frames=6
duration=800ms
type=play_once
[critdie]
position=18
frames=6
duration=800ms
type=play_once
I'm more trying to figure out how to set up the sprite/image set and telling the engine which image to use and when. I looked at the documentation, and in the animation files but I couldn't make heads or tails of it.
Is the numbers after frame= grid coordinates of the image? If they are do I use tiled to find out the coordinates? Or do I go by XY of the image?
Thanks in advance.
Im not that familiar with this, but what i managed to get:
render_size=128,128; render_offset=64,96 <-- Size of "square" to be shown and "feet" point of it.
But if what you want to do is declare what pieces to use from the very start instead of exchanging them, the only i found is in "mods\fantasycore\engine\hero_layers.txt", and that only changes the rendering order, i guess you can make a hack and overwrite "default_chest, default..." i dont know if they are hardcoded or not to always use the defaults.
But maybe what you want is easier than that, and you just want to know how to make new models from zero; do you have access to the .blend files in github? if not, click my name and download the wolfs, in there you can see an example of how to create things for Flare.
Flare accepts spritesheets in two versions, compressed, which are a hell to human eyes but saves on RAM and uncompressed, which im using, they weigth more but are human readable, these spritesheets are the result of a script thats is included into my wolfs file.
My workflow for creating is like these:
-Import model into a .blend thats has the Flare rendering setup in place (can be done by a tutorial, but is a waste of time doing it each time), incidentally i always use my wolfs as base .blend, it also helps getting the rigth size of models.
-Animate and properly mark in the frames area the start(always 1) and ending of your animations (or it will render into the spritesheet something incorrect)
- Go the screen that contains the script(i keep it downsized) click text>run, that will create a buch of images you need to put together later into a proper spritesheet.
Im re-reading your first post, the main issue with what you want to do, is that you will have to render again each and every piece of equipment the game has for both male and female models; i also pondered the very same thing some time ago, but the effort/result is just not worth it. I decided its was better to create new monsters and equipment.
That said, once you have the new animations and the setup ready its just a matter of swapping body parts, rendering them and putting together the new spritesheets.