Anyone want to take a crack at making sprite art for the various containers when held or worn?
The coding for adding sprites in isn't hard, but I can't art, so I'm at an impasse.
What do you mean exactly by "when held or worn"? Normal sprites of them just.. being there, like in game wont do? And what containers exactly do you have in mind?
You can use the two that are in my mod btw, if you like.
The small sprites for characters you see on the map, combat, or event. All images that start with "Cre" in the img folder. There are none for any of the containers.
I wanted ones for the plastic bag, birch bag, first aid kits, cardboard box, duffle bag, and Yukon backpack. Any containers added in mods are good candidates too.
Oh, I get it now. Let me see what I can do... Just a word of warning - most of those won't be too visible due to the way that person sprite stands.
Is that what you want?
If yes, download this file. Its .pdn (open in Paint.NET) file that has a dude's silhouette, some example clothes and left and right shopping bag, duffel bag and a backpack, all on different layers so you could mix-match.
Yeah exactly what I meant. :D
Why isn't this in-game lol...
Wait wait is this a mod that can be added to the game if so where do i put it?
You know its a science fiction game when detroit is the nicest place
This is not a mod yet. Dragoonseal needs to make it first ;D
Also, I don't know if you want the rest of containers Dragoonseal, but here it is in case someone is interested:
Again, layered .pdn, this time with: green backpack (in case you want the one from MoD), birch bag, first aid kit (left and right) and box (left and right).
I did, thank you Kaaven. =D
As for making it a mod, I'll be honest I haven't been keeping up with the modding structure changes so I don't know how to make override mods. I was just going to make some quick edits to my main .xml and call it a day. Sorry. =(
Maybe someone else might feel up to it.
i don't want to sound like an ass but why did he do these a long time ago?
just seams like something you do first
so don't quote me ok
Sorry, I don't understand what you're asking?
why didn't they do this earlier that's what i meant
i forget to put the nt for didn't
At first, the player sprite was never supposed to change. It was always going to be a stock grey character wearing pants and a hoodie. Non-player characters all had pre-determined character art that told you what they were from a distance (looters wore blue jackets, raiders had blue jackets with rifles and masks, bandits wore red).
Having changeable sprites is a relatively new addition to the game, so it's not so fleshed out yet.
*Waits patiently for the addition of Carroltron*
Frankly, I'd be happier if he continued to put off niggly little details like this in favor of core mechanics, and maybe decide to assemble official mod-packs for people to use with all this stuff in it. But then, I still play dwarf fortress, and they NEVER got around to making graphics for that game.
A quick question on these sprites, are we able to layer images on top of others dynamically in game e.g. 'Base Person' + Equipment, or is it a case of having to create a specific image per 'Base' image?
Or is this limited to certain aspects of the game, e.g. Yes for the hexagon tiles, no to these 'Base' images being spawned on the tiles?
I am not entirely sure that I understand your question correctly, but if that what you are asking about - each item has a separate graphic "part" that are placed over the graphic of a base creature (grey "dude" for most people). So wearing a left boot will place a small, few pixel large, brown boot graphic over a basic player/NPC avatar. Some "customized" avatars, like melonheads or ATN warriors have a certain condition set to prevent them from wearing any headgear, to make their special heads visible.
I do not know what it have to do with hex graphics, though.
Thank you Kaaven, so through further investigation, and guess work.
I can see that a base character image is used, in the game Person.png, which the game then layers on top the items the creature has equipped(I'm guessing). In this case the hospital gown CreItmHospitalGown.png. [Although I realise that in my example it would the player image Person.png over CreHuman.png, which I used
It was just you were demonstrating your images as full character rather than individual items, which I think my confusion has come from. That said this could only be implemented from the player point of view. As we have CreBandit02.png, which is a fully clothed bandit character, vs. getting it dynamically created from CreHuman.png.
Regarding the tiles, I was hoping there was some sort of override so certain things could be displayed on top of the hex tiles, like the player and creatures are but from items that are in that hex but what I can see this isn't possible as I haven't seen any items that have caused this in game.
And from what I can see HexSheetSummerDay.png is a sprite sheet, so my first thoughts of that these were drawn over the top with ItmScavengeCryoBldg.png but I was wrong.
OK, now I get it :D
The game, indeed creates the sprites visible for player by layering the basic human sprite and the items on top of it. And there is no way to show things on hexes, other than to make that thing a creature (so it would, very theoretically, possible to create an immobile creature called "wildfire" to show on the screen to simulate the effect of fire, but adding actual new stuff is not possible).
As for my sprites, they are only representations - if you download the files attached, those are not .png, but a Paint.NET format files containing all the items shown on those sprites, each as a separate layer. So if you would like to edit the game to show containers, you would have to modify those first.