BoneCrafter
03-13-2012, 03:01 PM
Open the files game/modkit/tutorial/tutorialDatablocks.cs and game/dataBlocks/characterGenData/characterGen_SpecialGirls.cs with your code editor. You may use the SpecialGirls.cs and SpecialGuys.cs for reference.
The CGen defines all of the assets used to make complete characters or sets of characters that we can spawn in the world.
The accessory datablocks define accessories that characters can wear
datablock AccessoryData(some_data)
Often we use variables to define lists of accessories or other character features
$CharacterGen::pigmyChickHairSet = "bald_data;Afra_data;shagChicks2_data";
The game will pick randomly from these lists
Character gen datablocks define a character's skin, body type, accessories, power moves, etc.
datablock CharacterGenData(someChick)
The character class datablocks define what character gens are included in a character class. Character classes are used to spawn characters from wait nodes.
datablock CharacterClassData(someClass)
Texture and HSL variable sets are used to define a HSL (Hue, Saturation, Lightness) range a texture can have
format is: "texture;HSL low,HSL high"
$CharacterGen::chickPantiesPurpleHSL = "chicks/accessories/pants/textures/PantiesHSL;0.25 -0.5 -0.5,0.35 0.2 0.1";
The game will pick randomly within the range
Morph weight variables are used to define body types.
Guys: Buff, fat, tall, short
Girls: Hot, fatty, athletic, petite
morphWeightsLow0 = "0.0 0.6 0.0 0.0";
morphWeightsHigh0 = "0.4 1 0.0 0.0";
The game will pick randomly within the range
*Note: Accessories may not morph correctly depending on the number of *.dtm files used to create the accessory.
We use inheritence often to define variations of other character gen datablocks.
datablock CharacterGenData(someChick : somePurpleFatChick)
The CGen defines all of the assets used to make complete characters or sets of characters that we can spawn in the world.
The accessory datablocks define accessories that characters can wear
datablock AccessoryData(some_data)
Often we use variables to define lists of accessories or other character features
$CharacterGen::pigmyChickHairSet = "bald_data;Afra_data;shagChicks2_data";
The game will pick randomly from these lists
Character gen datablocks define a character's skin, body type, accessories, power moves, etc.
datablock CharacterGenData(someChick)
The character class datablocks define what character gens are included in a character class. Character classes are used to spawn characters from wait nodes.
datablock CharacterClassData(someClass)
Texture and HSL variable sets are used to define a HSL (Hue, Saturation, Lightness) range a texture can have
format is: "texture;HSL low,HSL high"
$CharacterGen::chickPantiesPurpleHSL = "chicks/accessories/pants/textures/PantiesHSL;0.25 -0.5 -0.5,0.35 0.2 0.1";
The game will pick randomly within the range
Morph weight variables are used to define body types.
Guys: Buff, fat, tall, short
Girls: Hot, fatty, athletic, petite
morphWeightsLow0 = "0.0 0.6 0.0 0.0";
morphWeightsHigh0 = "0.4 1 0.0 0.0";
The game will pick randomly within the range
*Note: Accessories may not morph correctly depending on the number of *.dtm files used to create the accessory.
We use inheritence often to define variations of other character gen datablocks.
datablock CharacterGenData(someChick : somePurpleFatChick)