Heads for species/races. [WIP] [REQ]

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pateame

Re: Heads for species/races. [WIP] [REQ]

Post by pateame » 07 Oct 2015, 21:26

I was playing with custom updates to make jack's amulet transform me into another race and test their hairstyles. I'm doing another preview of the already included races hairstyles ingame:
¿are the horns dyeable too? Remids me something... :lol:
Image

[+] Ideas for undead heads:
We can modify the current hairstyles with a zombie/undead look. Just a try of this idea:
Image
Last edited by pateame on 09 Oct 2015, 15:16, edited 1 time in total.
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wushin
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 07 Oct 2015, 21:42

lol, Yes the horns should be dyeable.

I like the undead hairstyles being of a Undead/Zombie variation.
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pateame

Re: Heads for species/races. [WIP] [REQ]

Post by pateame » 13 Oct 2015, 20:11

I'm still confused about the races heads being used as a hairstyle.
There's some errors when trying to add the heads as a hairstyle because
there's different kind of heads in the spritesheet, not only the default head to be replaced.
Image
(Heads with blinks, with arms over or with different eyes position. And you are going to replace all with the same head, like a "mask" instead of a face)
For the races characters we are using the same graphic spritesheet file, but renamed:
+ Same female: Gispaan Sparron Talponian Tritan
+ Same male: Gispaan Sparron Talponian Tritan
¿Why use the same renamed file for every race? ¿why not edit them and add the head bases on it?. I already made the hairstyles for undeads and XML files showed above, but didn't add any heads on it, I just leave the hair and the brains like this:
Image
Here's a zip file with the undead hairstyles for testing
https://dl.dropboxusercontent.com/u/364 ... styles.zip
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 13 Oct 2015, 20:28

The base model was included because we were going to decapitate it and make the head completely different from the body. The base sprite was used as a temporary place holder to test species in TMWA and colors in M+ for them. The five extra action poses are for various NPCs in the game. At some point more animations were planned for things such as taunting, begging, etc.
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pateame

Re: Heads for species/races. [WIP] [REQ]

Post by pateame » 25 Oct 2015, 19:18

If the heads are going to be completely different from the body,
¿is there any restriction on put the eyes/mouth/ears on different places over the head? ¿Can we draw outlines different to a human shape for the head bases?
I mean something like the frog head from spit23 forum's avatar:
Image
@EDIT:
I supossed that all the old items belong only to the human race, and the new races will have it's own reserved items, but the plan to recycle the old items on dyeable humans is better :lol:
Last edited by pateame on 28 Oct 2015, 02:01, edited 2 times in total.
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Re: Heads for species/races. [WIP] [REQ]

Post by gumi » 25 Oct 2015, 19:44

You can modify the appearance of the head but the eyes need to be at the same place to fit with existing helmets and glasses. Also, if you change the shape of the head it must still fit with the existing headgear.
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Re: Heads for species/races. [WIP] [REQ]

Post by pateame » 10 Nov 2015, 22:23

To can cut the heads and make the spritesheet genderless you will need to align the head graphics from the male and female playersets in the same position, that way we can use the same XML file for the equipment of all genders.
[+] If you compare both playersets using overlays:
Currently the female frames for two handed, one handed and spear actions are not aligned with the male heads. just a quick preview:
Image
So you need to move every head at the same position and doing that fix the next step is to align the female wearable graphics the same way for these frame actions... and finally cut the heads as a trophy of that hard battle. xD
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 10 Nov 2015, 22:34

There are only 5 head frames on both sprite sheets. (N,S,E,W,Dead) The differences of the male and female face models is only Eyes and Mouth. (Proven by old Man and Woman on live)

The only way to do head styles is to use what we consider hair styles. Thus we need to flatten faces into the hairstyles. So give the Talopians the same treatment as the other species.
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Re: Heads for species/races. [WIP] [REQ]

Post by pateame » 17 Nov 2015, 15:55

In theory we could be able to use a single XML for both genders and races heads. If the heads in the playerset are aligned in the same positions, then the code will be the same:
Example: <frame index="0" offsetX="-1" offsetY="-50"/>
ImageImage
if you compare current XML codes for both playerset genders, the code and offsets are just the same except where there's placement errors, in the female playerset offsetX/offsetY for most of the last added animations in playerset 1.5 (attack_2hand, attack_spear and attack_chop as reported in my previous post). A huge graphics fix to be done before decapitations.
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 17 Nov 2015, 16:34

We can just drop the female model & make the male model gender neutral. We can use that for all 3 genders for all species.
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 23 Nov 2015, 04:46

https://github.com/themanaworld/tmwa-cl ... a/pull/301

I reduced the main sprite to a genderless base. The heads can change via species or gender. We still need more species heads.
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 24 Nov 2015, 23:05

Bumping with older source discussion agreeing with reducing the sprite.

viewtopic.php?p=96066
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Re: Heads for species/races. [WIP] [REQ]

Post by wushin » 20 May 2016, 17:23

Bumping for close to completion. We just need a few remaining hairstyles until we can start to complete introduce new races/species.

Please see trello for remaining art remarks:
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