Hey guys!
I think almost everyone have noticed that you can change your clonk-skins. I think it would be good if you (the scenario developer) can set for an scenario an set of skins enabled for the round and if your favourite skin not in the list you must choose another one for this round.
I hope you can understand my bad english.
I think almost everyone have noticed that you can change your clonk-skins. I think it would be good if you (the scenario developer) can set for an scenario an set of skins enabled for the round and if your favourite skin not in the list you must choose another one for this round.
I hope you can understand my bad english.
Why? :I
I don't see the point of imposing such limitations without good reason.
I don't see the point of imposing such limitations without good reason.
Some skins doesn't loog good in some scenarios (for example: my project "Das Leben im Wilden Westen" will be OC and the standard skins doesn't look good in western). That would only make sense if you can define Scenario-specific skins.
EDIT: Why i'm in Canada? O_o
EDIT: Why i'm in Canada? O_o
You can always set the skin via script and make a rule which allows players to select just western skins for their clonks.
That's right it was just an idea to that it could be a part of the engine. But it don't must.
There is no advantage in having this in the engine. You can just script it as happening at the start of the scenario.
I think it's a pretty poor idea anyway. If you feel the skin is important to the atmosphere, just set the player's Clonk to a fixed skin and be done with it.
I think it's a pretty poor idea anyway. If you feel the skin is important to the atmosphere, just set the player's Clonk to a fixed skin and be done with it.
You could just simply create a new Western-Clonk and include your own model, I guess? Is this possible with the current engine/how is the skin selection integrated to the script?
I would not include a new clonk. I think it's a good thing that you have in OC only one typeof clonk. But i can just change the skin in my scenario.
He doesn't have to make a new model, he could just paint the UV map differently.
But if you want things like a hat he would have to make 3D models.
Hm, is it possible to just paint a 2D hat and attach it to the clonks head? I bet that would be funny :D
But if you want things like a hat he would have to make 3D models.
Hm, is it possible to just paint a 2D hat and attach it to the clonks head? I bet that would be funny :D
Well, it seems to be possible with stuff on the back/in the hand, or is that hardcoded?
I don't know, I tried it with vertex attachment. While the clonk is standing it looks ok, but when he's running or moves his head it looks kind of funny.^^
But it would be interesting to know wether you could get a 2D graphic behave like a 3D graphic in terms of attachment or movement.
But it would be interesting to know wether you could get a 2D graphic behave like a 3D graphic in terms of attachment or movement.
It would be ludicrously easy to make a 3D hat attached to the clonk's head.
Sorry, I edited the post. But is this possible with 2D graphics, too? (That would mean to attach a vertex to a bone, right?) Or do you need a mesh or bones for it?
There's no way to do this currently. You would need to have a mesh with a bone.
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