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Author Topic: Ver(textur)es that change attributes  (Read 3093 times)
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Triforce Zelda (Deceased)
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    « on: July 19, 2011, 06:08:44 AM »


    Just wondering if it's possible, say for example, Link wears his default Green Tunic, then decides to wear a Black Tunic which will speed up slightly some of his moves, then maybe wear a goron tunic that decreases flame damage taken by like 2 percent but increases ice damage taken by 2, and then wear a Zora Tunic where he'll swim longer, and maybe a Megaton Hammer vertex that increases damage for each attack by like 4 percent but decreases speed a decent amount, you know where I'm going with this? Be like every texture/vertexture have some effect on the character's abilities and attirbutes.
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    « Reply #1 on: July 19, 2011, 07:48:50 AM »


    I'm gonna save everyone the trouble here...

    <a href="http://www.youtube.com/watch?v=gvdf5n-zI14" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=gvdf5n-zI14</a>
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    Triforce Zelda (Deceased)
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    « Reply #2 on: July 19, 2011, 09:15:54 AM »


    Seriously? Hasn't anyone at least tried? There must be some sort of encoding in each .pac file or something.
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    « Reply #3 on: July 19, 2011, 09:29:15 AM »


    well there is one hack that allows the dark link texture to have a different attack. so it could be possible
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    « Reply #4 on: July 19, 2011, 10:33:16 AM »


    I've never heard of such a thing.
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    « Reply #5 on: July 19, 2011, 11:26:28 AM »


    well there is one hack that allows the dark link texture to have a different attack. so it could be possible

    In the hack link's attacks are the same, he just gave one slot movements the same way you would make a one slot size mod and such...
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    « Reply #6 on: July 19, 2011, 11:32:09 AM »


    Actually the black tunic thing might actually work...
    if you want to rename all of his bones for one slot faster animations.
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    Triforce Zelda (Deceased)
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    « Reply #7 on: July 20, 2011, 05:44:58 AM »


    I never did figure out how to do one slot animations - unless you just rename certain bones to be something else that all the other pacs don't have and edit the changed bones, is that correct? If so, maybe take the same concept and replicate it with PSA.
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    « Reply #8 on: July 20, 2011, 09:03:27 AM »


    It might be possible if you, say, changed the node ID of a bone. Only problem is, doing this to a bone would break everything referring to it already in the PSA. Plus, if you made PSA attach something to it, and it wasn't there in another character color/vertexture, it may just freeze the game.

    In python, there's a 'try' statement that allows you to skip a line of code if it causes an exception, but I don't thing PSA has this.
    « Last Edit: July 20, 2011, 09:07:15 AM by ForOhFor Error » Logged


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    « Reply #9 on: July 20, 2011, 09:32:14 AM »


    Man, that seems complicated AND fustrating. But still, we should at least try to get someone to look into a pac file, maybe with a hex editor, and see if there's something to do with attributes. Has anyone noticed that if you modify attiributes, they are unchanged in Subspace Emissary?
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    « Reply #10 on: July 20, 2011, 09:34:51 AM »


    That's because that's in a different part of the moveset file, I believe. I'm absolutely sure it has nothing to do with what costume the character has.

    There was a tutorial on it a bit back.
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