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Additional features for all skins


Deixell

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As far as I know, CJ skin is just another skin with a few additional features (clothes, muscles, fatness) that other skins can't have. Seeing how much MTA team have managed to modify the GTA SA engine, I'm pretty sure that they should be able to make these additional features work on all other skins. I've noticed that fat and muscled CJ are separate models in gta3.img so something like setSkinVariant() could be added. As for clothes, addPedClothes() would simply work for all skins.

/discuss

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Clothes can be made as objects with custom models and attached to bones.

Yeah, let's add +1MB to download space, JUST for a little customization!

I think this suggestion is better.

All peds other then CJ don't really have clothes like CJ, its just the texture, so by changing the texture (which mta can already do) you can change the ped's clothes.

Analyzing some pictures... Yeah, I guess you're right.

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Clothes can be made as objects with custom models and attached to bones.

Well, the whole point is to get a new alternative for that. With your suggested method, quite a lot of world objects will be sacrificed and using onClientRender to attach some objects to each player will cause some lag. So obviously, this isn't efficient enough.

All peds other then CJ don't really have clothes like CJ, its just the texture, so by changing the texture (which mta can already do) you can change the ped's clothes.

You could only change the color of the clothes but you won't be able to properly customize them. Also, the texture won't be changed for each player individually, it will apply for all players who use the same skin.

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Can't we access the CJ clothes and put that just to another ped? I mean use the default clothes like object and then manual attacth them to a specific place. But I don't know if we can access CJ clothes, and what can you do with them. I think SA-MP have something like that. Not totally sure.

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"Things which are already in GTA SA" has somewhat vague meaning. I have another idea how to make this work, although I'm not sure if this is possible because I don't know how the stuff works on the lower level. While people talk about applying CJ parts to ped model, I suggest doing the opposite: applying ped parts to CJ model. CJ model is made of separate CJ body part models. I think functionality could be expanded, so that part of a ped model could be taken (for example, vertices which belong to specific bone) and used as CJ bodypart, that means, put into CJ model. Then player models could be made by mixing up body parts of CJ and/or parts of ped models. So maybe all we need is expanding the list of clothes which can be used in addPedClothes.

I think SA-MP have something like that. Not totally sure.

No, SA-MP doesn't have any cloth functionality at all. It only has its own models, such as hats, and a function to attach objects to bones. That's what I was writing about in my first post in this topic, the difference is that SA-MP models come with client and server owners can't add their own models.

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Its useless when there is already bone attach thing.Just use it to attack any kind of object to peds...

:lol:

Read before giving your feedback.

Well, the whole point is to get a new alternative for that. With your suggested method, quite a lot of world objects will be sacrificed and using onClientRender to attach some objects to each player will cause some lag. So obviously, this isn't efficient enough.
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"Things which are already in GTA SA" has somewhat vague meaning. I have another idea how to make this work, although I'm not sure if this is possible because I don't know how the stuff works on the lower level. While people talk about applying CJ parts to ped model, I suggest doing the opposite: applying ped parts to CJ model. CJ model is made of separate CJ body part models. I think functionality could be expanded, so that part of a ped model could be taken (for example, vertices which belong to specific bone) and used as CJ bodypart, that means, put into CJ model. Then player models could be made by mixing up body parts of CJ and/or parts of ped models. So maybe all we need is expanding the list of clothes which can be used in addPedClothes.

If that is true, then I love the idea. And I think I know how to make it come true.

So CJ skin model consists of various body parts that have their own specific functionality. We can customize the model and texture of a part any way we want and the whole concept will still remain the same. In order to apply this on another skin, we would need to replace the texture (.txd) and model (.dff) of some random skin with CJ's skin (remodeled any way you want). As a result, clothes could be applied to the skin (if addPedClothes() skins limit would be expanded of course). However, I am not sure whether the whole functionality is based on the skin model or some aspect of the game engine so I might be completely wrong about this.

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No, that's not what I meant. As I said, my idea was to apply ped parts to CJ rather than vice-versa. So ped skins would remain non-customizable. addPedClothes wouldn't work for them. But CJ's skin (ID 0) could be applied not only usual clothes, but also ped parts. That would make mixing parts of more than two skins possible.

An example: let's say we want to have Sweet with white shirt. So we use skin with ID 0 (CJ), use addPedClothes function to apply Sweet's (ID 270) body parts to CJ's model, except shirt. For the latter we apply CJ's white shirt to the model. And here we have Sweet with white shirt.

Also, we could have customized skins put together from 3 or more skins. For example, we take CJ's model and apply shirt of GSF skin and trousers of a balla skin. The result would be CJ with green shirt and purple trousers.

Modifying ped models isn't necessary at all. My idea is about making ped parts available as CJ clothes. Because MTA can read DFF files, I think it could also load ped parts as separate models which could be used as CJ body parts. I'm only unsure about splitting the models: how should MTA determine which body part the vertex belongs to? Maybe it could check which bone it is attached to, but I think this way would have some inaccuracies.

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