How to use <graphicClass>Graphic_Multi</graphicClass> Help needed

Started by Kapun, November 25, 2016, 01:26:47 PM

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Kapun

What is the difference between <graphicClass>Graphic_Single</graphicClass> and <graphicClass>Graphic_Multi</graphicClass>. How to use Multi properly (for apparel)?

Shinzy

For apparel the Graphic Class multi doesn't really give any benefits (far as I can tell!)

It is mainly used for things that can be rotated such as animals and furniture
if you put in Graphic_multi on something it's going to start to look for three textures instead of one named Texturename_side, Texturename_front and Texturename_back
Graphic_single only looks for 'Texturname'

there's also Graphic_Random
which lets you have randomized textures for single thing (some of the plants use this)

Edit: But again, for apparel, changing the graphic class only affects the on ground texture

Kapun

Thank you for your answer. I am trying to make a piece of armor that would both cover head and torso. I uderstand that it must use 2 graphic texture sets-1 for the helmet part and the orher one for the torso part. I must somehow "tell" the right way to use it. Do you have any ideas how to do it? I understand i probably can't do it without C#.

1000101

For the two different apparel parts (head and torso) you will just have two defs, one to describe each.  Look at the core defs for helmets and armour for examples.  This is all XML stuffs, no C# needed (unless you want your apparel to have some special behaviour).
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Kapun

I must have explained myself not quite clear. I want make one piece of armor that would cover all bodypart groups. It would use shell and overhead layers at the same time. I need to make 1 object use 2 texture sets.

1000101

There is no graphics class that supports that.  You will need to make two distinct objects or write your own graphics class to handle it.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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