odf opened this issue on Oct 27, 2008 · 13933 posts
lesbentley posted Sat, 07 November 2009 at 6:17 AM
MikeJ,
As you know, I have been experimenting with injecting different geometry into Antonia, primarily as a way of changing the UV mapping on the fly. It all seems to be working well at the moment.
Of course the simple alternative is just to have a separate cr2 that uses a different base obj file, so I'm not sure how useful people would find my technique for swapping UVs on the fly. One place where it may be handy is with the different eyes that are about at the moment.
Any way, I sent SaintFox the files to swap your UV mapping into the 118 figure, and she seems to like it. Of course the files I sent her use your old 116 UVs for the eyes, and I understand that you have now done new UV mapping for the eyes. That brings me to the point of this post. If you are happy with the new eye UVs, would you send me a copy of the eye obj files, so that I can make a package to inject them into the 118 figure? I will IM you my email address.
Another question is how you want to designate your new eye UVs to distinguish them from your previous 116 version. As there are now multiple UV versions of the eyes, it seems inadequate to just refer to the old and new UV mapping.
Eventually I want to post the geom/UV injections to the developers site, but I feel I should wait until SaintFox has completed a texture map for your new eye UVs.
I would also like to include an injection for bagginsbill's eyes, but; a) I need to find out how he would feel about that, and; b) there are some technical difficulties. Because BB's eyes come in two parts, an eye, and a cover for the eye, so it not sufficient to just inject the eye geom into the existing eye actors. I would also need to inject new actors for the eye covers.
I can inject new actors for the covers. The problem is that I need to use a pp2 or cr2 to inject new actors, where as I need to use a pz2 to inject new geometry into existing actors. Thus at the moment it seems like the end user would need to apply both a pp2 and a pz2. So I am not sure if this is any improvement on just loading BB's eyes as a smart props, then hiding the original eyes.
I am going to do a bit of experimenting to see if I can come up with a solution where the end user only needs to apply one file to inject the BB eyes with covers, but I fear that this may not be possible without the use of Python, and I know nothing about writing py scripts.
The best solution would be if odf were to add empty and hidden eye cover actors to the 118 cr2, but I am not sure if he would want to change the cr2 now that it has been released.