Duplicating Characters: On textures

So this is the last part of the series of steps that you have to take in order to successfully duplicate a character.

If you've been following my posts religiously you'll find that I made a post about how texture names are important. And yes, that is the last point you need to make sure you don't forget.

As a summary, your process would be as follows. First you would've gone with a simple lst mapping in mo00_00_00_00.lst

Duplicating characters through lst mapping

Here you can load your character again in another slot, but you would've noticed that if you switched to Torn or Nude, none of the extra functions were working properly. This was resolved by changing mo_00_00_00_06.lst to tell the client to point to the correct meshes in your model.

Duplicating correct functionality through lst mapping

Now, you would have successfully duplicated your character and all the functionality.



But having the same clothes is boring. Now if you tried to load a different xx model because you wanted different clothes, you would have found that the head and the body are disconnected. The solution to this was to edit the plst files that defined which bones the body and the head should be connected by connecting the head to the body.

No Image.

If you wanted to have different hairstyles or clothes, you would need a new xx and a new plst file for each one. Everything will go into mo_00_00_00.pp, and because you can't have duplicate filenames, you must edit plst files.

Make sure that you point to the correct plst files.

After that, your character's alternate body would be connected to the head, but if you loaded multiple characters, you might have noticed something was wrong: characters that were loaded afterwards had the wrong textures.



So the last thing to do is to go to each xx file and rename the textures. This is the easy part: just open the xx, go to the textures tab, click on the texture, rename it, then click Apply. You don't have to edit anything else because textures are independent of the materials and meshes.

In summary, these are the files that you will be modifying:

mo00_00_00_00.lst - character definition list
mo00_00_00_06.lst - which meshes are controlled by which buttons
plst file - defines how the head should be connected to the body
xx file - character model

After everything is done, you will have good results.

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