[SOLVED]Voice packs vs skins (faces)
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Mr.P |
Posted on 12-16-2010 06:08 PM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Hi,
I have a general problem, maybe someone has an answer...
...on a server there are N players and every player plays with his/her own voice packs (=N voice packs)...every player, who uses his/her voice pack, wants to have also his/her own face displayed on the UT chat box so, in normal conditions, we have N skins (the face in the chat box is contained in the .UTX skin package)
...N skins means too much data to download when connecting to a server...so, how to save data (and time) ?
if the difference between players stays only in the face (we state that every player has the same clan skin), I could build a skin using a public/shared part (the entire body) and a private one (the face on the chat box)...so, as noob, my question is: is it possible to build up a skin using 2 separate .UTX packages (1 public/shared + 1 private) ?
In this way, the data I've to download are represented only by the faces of the other players, while the body skin is shared...
...is it possibile ? if so, how ?
greetings,
Pietro
Edited by -=CoN=-TruckerClock on 10-05-2011 11:16 AM
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Motor |
Posted on 12-16-2010 10:06 PM
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Posts: 31
Joined: 10/20/2009 04:51 PM
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To use ValAvatar is the answer you are looking for.
While I am opponent to having custom skin for this very reason because there are already lots of DL for maps and adding more for skin/voice pack takes away from guests playing on the server sooner. Having custom skins/voice packs allows clans to be unique.
Now answer your other question, yes it is possible to have multiple skins in a single .UTX but you will not be able to have a private skin if you provide it as a DL on your website
Outside of these general answers this gets beyond my understanding of skin editing.
I can give the suggest as to not make the skins as such to make them a crutch to improve a clans game play (ie making them jet black or camouflage). I know a player that opp'ed out of playing in a clan's custom skin because when playing in competition those skins cannot be used. |
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-=CoN=-WebAdmin |
Posted on 12-16-2010 10:11 PM
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Joined: 11/21/2008 04:16 PM
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I would think it is possible since the int file is what UT reads for what file the skin is in. I would think, never done it, but would think on the line for the face you could point it to a different texture file.
But on the other hand the way UT is funny about the naming of the images it might not like it.
I am just guessing though. It would be worth a try. |
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Mr.P |
Posted on 12-17-2010 01:51 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Ok, thanks for your answers ! |
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Mr.P |
Posted on 12-18-2010 07:15 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Hi,
I'm working on this right now...
I'm using SkinMaker to build up a skin and I've just done a comparison with -=CoN=- guest skins to understand what type of textures I've to insert in the .UTX package...
I noticed that -=CON=- guest skins (but also the member ones) have all the so-called "talk-texture", the texture which all players on servers should see in the chat box after a message. I've just played a local game with female -=CoN=- guest skin but, after a message, the texture doesn't appear...odd thing, because the texture is present in the .UTX package and pointed out also in the .INT file, SGirlSkin_CoN_Guest.int (it's the coloured one)
[Public]
Object=(Name=SGirlSkin_CoN_Guest.fgue1,Class=Texture,Description="-=CoN=- Female Guest")
Object=(Name=SGirlSkin_CoN_Guest.fgue1T_1,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue1T_3,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue1T_2,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue1T_0,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue2,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue2T_1,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue2T_3,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue2T_2,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue2T_0,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue3,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue4,Class=Texture)
Object=(Name=SGirlSkin_CoN_Guest.fgue5,Class=Texture)
Some days ago Bill built a skin using SkinMaker (v2.41) and had the same problem, though the talk-texture was added in the .UTX package...could be this an error of the software ? which other reasons could cause this behaviour (when you use the default UT skins, you get the talk-texture in the chat box...) ?
greetings,
Pietro |
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-=CoN=-WebAdmin |
Posted on 12-18-2010 08:37 PM
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Joined: 11/21/2008 04:16 PM
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Yes I noticed it when I first made them but had already released the skin. I had the problem on a couple of skins but others I did not. They all were done the same way.
I am thinking it had to be a format issue. Since it did not hurt the skin I did not go back and fix it. |
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Mr.P |
Posted on 12-19-2010 01:31 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Strych9 wrote:
I am thinking it had to be a format issue
When you talk about format issue, you mean the gfx format of the image ? |
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-=CoN=-WebAdmin |
Posted on 12-19-2010 10:59 AM
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Joined: 11/21/2008 04:16 PM
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Yeah, it had to be maybe the number of colors set to high. I am not sure.
Edited by -=CoN=-WebAdmin on 12-19-2010 11:00 AM
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Mr.P |
Posted on 12-19-2010 11:07 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Strych9 wrote:
Yeah, it had to be maybe the number of colors set to high. I am not sure.
Thanks for the info, it could be important ! |
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Mr.P |
Posted on 03-06-2011 12:08 PM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Solved !
In the last days I worked on skins and I found the (simple) solution of the problem. It was much easier than I thought: thinking about N skins (for N voice packs) was totally useless because N talk textures data can be simply stored in a single skin with only 1 face.
I used the well-known "Assassin" skin to built up a new one.
I added a default "Assassin" face and a default "Assassin" talk texture. In order to get a talk texture during gameplay, I added another "Assassin" face (the same of the default one) and another "Assassin" talk texture. Then I simply added N talk textures for every voice pack I built up recently (really a lot) so I had the face for every character.
In the player setup, I can simply choose my skin and then the face of the character I wanna see in the chat box: there is only 1 face but many talk textures which I can select as "faces" from the
menu.
Here a screenshot image of the .UTX package of the skin.
In this way, for example, it's simple for a team to host the talk textures for every member in the same .UTX package of the skin.
------------------------------------------------------------------------------
-=CoN=-Strych9 wrote:
Yes I noticed it when I first made them but had already released the skin. I had the problem on a couple of skins but others I did not. They all were done the same way.
I am thinking it had to be a format issue. Since it did not hurt the skin I did not go back and fix it.
Now I've understood what's wrong.
The talk texture is always linked to a face and without a face, no talk texture is displayed in the chat box during gameplay...but pay attention: a face is something different from the default texture used to skin the face and this is the reason why CoN skins (guest and member skins) don't display a talk texture during gameplay. There is a default texture but no faces.
If you want, I can easy fix the CoN skins and send them to you by email. No problem at all, happy to give a help !
bye,
Pietro |
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-=CoN=-WebAdmin |
Posted on 03-06-2011 12:25 PM
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Posts: 2888
Joined: 11/21/2008 04:16 PM
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Mr.P wrote:
If you want, I can easy fix the CoN skins and send them to you by email. No problem at all, happy to give a help !
bye,
Pietro
Yeah if you want to send me the edited package I will take a look at it.
Thanks, |
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Mr.P |
Posted on 03-06-2011 12:44 PM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Ok, please give me some time and within a few days I send you the 4 skin packages (male/female guest and male/female member).
bye,
Pietro |
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