Aw crud! Yeah giving it horizontal blank space seems to work. That's so arbitrary...
Gonna try adding the rest later then.
You sure know a lot about these files! Thanks.
The way these games work is very simple. Bitmap textures rely upon the dimensions being divisible by 256. 512+256=768 which are all able to be divided by 256. However, when set to an unrecognizable value, the game gives up and sh*ts itself.
EDIT: I found out that the DLC icons will need to be found and changed horizontally in shape if you want to do this because the game believes the other "ui_bms_04" textures from the DLCs are the same size of the original and therefore decides to make it unrecognizable.
The way these games work is very simple. Bitmap textures rely upon the dimensions being divisible by 16. 512+256=768 which are all able to be divided by 16. However, when set to an unrecognizable value, the game gives up and sh*ts itself.
Mysteriously, the game displayed grey squares for DLC homies when 768x768. The wonders of an in-house engine, I guess.
I lowered it to 360x768, which doesn't quite divide, but the game displays fine. Wonder if it causes any other bugs I haven't noticed... lol
Mysteriously, the game displayed grey squares for DLC homies when 768x768. The wonders of an in-house engine, I guess.
I lowered it to 360x768, which doesn't quite divide, but the game displays fine. Wonder if it causes any other bugs I haven't noticed... lol
Sadly resizing vertically the canvas causes serious graphical glitches (I assume horizontally same as well (you can!)): View attachment 47734View attachment 47735
And my canvas got that far -- > :
Even if I remove my Fun Shaundi there, it's not enough space (Maero and CID are big).
View attachment 47736
You could argue I could remove the Taxi and Ambulance slots and move everything a bit upwards but that's SUPER tedious to do manually
So to insert more requires repurposing some space that's occupied by NPCs like ui_homie_ho_fw_2 in the ui_bms_04.xtbl.
The question is: which ones would @3rdStreetSaint 212 want prioritized? What NPCs can be replaced?
If this is still relevant. One you can definitely remove is Fun Shaundi. I don't need her as she's just a skin for SRIV Shaundi. Taxi, Ambulance, and the Zombie Icons aren't really that necessary. The Zombies can just use the Fluer.
As for anything beyond that, anyone who's not a main character can use the Fluer if further space is needed.
But one thing I forgot to mention, is that in the xtbl file. I have switched a few npcs around to make things work. So I don't know if that changes anything
If this is still relevant. One you can definitely remove is Fun Shaundi. I don't need her as she's just a skin for SRIV Shaundi. Taxi, Ambulance, and the Zombie Icons aren't really that necessary. The Zombies can just use the Fluer.
As for anything beyond that, anyone who's not a main character can use the Fluer if further space is needed.
There's honestly no need for that. You can make the texture canvas as big as 768 x 768 as long as the values are divisible by 8. This means you could really add different icon variants for everyone. I don't know the limit of it, but there is a limit for sure.
I'll take a look, but no promises on the harder parts - I can definitely do "replace Pierce and Gat's Icons".
The roadblocks I see is identifying which homies use which icons (in the context of your mod) and changing them, especially if they use the default fleur-de-lis ⚜. Johnny Tag is not part of the base game, so would need to find the relevant DLC file.
Code:
Asha - fem_ hilda
CID - Simon
Donnie - Arthur
Keith David - bud
King - forrest
Lin - fem_nelle
Maero - roland
Decker Dude - Miller - steven
Just one little edit to this list. Donnie replaces both Arthur and Arthurs. It's the Arthurs version that would need the Homie Icon, as Arthurs is the version in Gang Customization.
Anyone who's not a main character can use the Fluer if further space is needed.
But one thing I forgot to mention, is that in the xtbl file. I have switched a few npcs around to make things work. So I don't know if that changes anything
The voice list a character uses can be found in character_definitions.xtbl, at the end of the entry. They're within the <Persona> tag group, where each possible voice entry is within a <Persona_Name>. Something I learnt while making Just Female NPCs. Sidenote: IIRC while testing Change Female Pain Voice, some of these are duplicates of other voice banks.
Asha - fem_ hilda - Saint_HF_01 to 05
CID - Simon - Young_HM_01 to 05
Donnie - Arthurs - Tough_WM_01, 03
Keith David - bud - Saint_HM_01 to 05
King - forrest - Saint_BM_01 to 05
Lin - fem_nelle - Saint_AF_01 to 05
Maero - roland - Saint_AM_01 to 05
Decker Dude - Miller - steven - Decker_WM_01 to 05
After adding entries in ui_bms_04.xtbl, we'd need to make follower_heads.xtbl reference it.
For existing entries like hilda (which uses Saint_HF) series, just change the Bitmap to the one you created earlier (in my case, ui_hilda_asha).
For entries that don't exist (like Young_HM_01 to 05 for CID), we'd need to add new entries like so:
This also means: If you change character.xtbl for them to use a different model, you'd need to make sure their persona that character uses within character_definition uses the mathcing persona. Yes I'm a bit tired, lol.
WIP: Got it to identify CID correctly (no I'm not changing his mismatched eye colour);
So next will be adding the rest and hope it doesn't run into a limit. If it does... would have to ship a character_definition that uses less personas as well, ewIt's done!
The voice list a character uses can be found in character_definitions.xtbl, at the end of the entry. They're within the <Persona> tag group, where each possible voice entry is within a <Persona_Name>. Something I learnt while making Just Female NPCs. Sidenote: IIRC while testing Change Female Pain Voice, some of these are duplicates of other voice banks.
Asha - fem_ hilda - Saint_HF_01 to 05
CID - Simon - Young_HM_01 to 05
Donnie - Arthurs - Tough_WM_01, 03
Keith David - bud - Saint_HM_01 to 05
King - forrest - Saint_BM_01 to 05
Lin - fem_nelle - Saint_AF_01 to 05
Maero - roland - Saint_AM_01 to 05
Decker Dude - Miller - steven - Decker_WM_01 to 05
After adding entries in ui_bms_04.xtbl, we'd need to make follower_heads.xtbl reference it.
For existing entries like hilda (which uses Saint_HF) series, just change the Bitmap to the one you created earlier (in my case, ui_hilda_asha).
For entries that don't exist (like Young_HM_01 to 05 for CID), we'd need to add new entries like so:
This also means: If you change character.xtbl for them to use a different model, you'd need to make sure their persona that character uses within character_definition uses the mathcing persona. Yes I'm a bit tired, lol.
WIP: Got it to identify CID correctly (no I'm not changing his mismatched eye colour); View attachment 47743
So next will be adding the rest and hope it doesn't run into a limit.
If it does... would have to ship a character_definition that uses less personas as well, ew
The voice list a character uses can be found in character_definitions.xtbl, at the end of the entry. They're within the <Persona> tag group, where each possible voice entry is within a <Persona_Name>. Something I learnt while making Just Female NPCs. Sidenote: IIRC while testing Change Female Pain Voice, some of these are duplicates of other voice banks.
Asha - fem_ hilda - Saint_HF_01 to 05
CID - Simon - Young_HM_01 to 05
Donnie - Arthurs - Tough_WM_01, 03
Keith David - bud - Saint_HM_01 to 05
King - forrest - Saint_BM_01 to 05
Lin - fem_nelle - Saint_AF_01 to 05
Maero - roland - Saint_AM_01 to 05
Decker Dude - Miller - steven - Decker_WM_01 to 05
After adding entries in ui_bms_04.xtbl, we'd need to make follower_heads.xtbl reference it.
For existing entries like hilda (which uses Saint_HF) series, just change the Bitmap to the one you created earlier (in my case, ui_hilda_asha).
For entries that don't exist (like Young_HM_01 to 05 for CID), we'd need to add new entries like so:
This also means: If you change character.xtbl for them to use a different model, you'd need to make sure their persona that character uses within character_definition uses the mathcing persona. Yes I'm a bit tired, lol.
WIP: Got it to identify CID correctly (no I'm not changing his mismatched eye colour); View attachment 47743
So next will be adding the rest and hope it doesn't run into a limit.
If it does... would have to ship a character_definition that uses less personas as well, ew
The voice list a character uses can be found in character_definitions.xtbl, at the end of the entry. They're within the <Persona> tag group, where each possible voice entry is within a <Persona_Name>. Something I learnt while making Just Female NPCs. Sidenote: IIRC while testing Change Female Pain Voice, some of these are duplicates of other voice banks.
Asha - fem_ hilda - Saint_HF_01 to 05
CID - Simon - Young_HM_01 to 05
Donnie - Arthurs - Tough_WM_01, 03
Keith David - bud - Saint_HM_01 to 05
King - forrest - Saint_BM_01 to 05
Lin - fem_nelle - Saint_AF_01 to 05
Maero - roland - Saint_AM_01 to 05
Decker Dude - Miller - steven - Decker_WM_01 to 05
After adding entries in ui_bms_04.xtbl, we'd need to make follower_heads.xtbl reference it.
For existing entries like hilda (which uses Saint_HF) series, just change the Bitmap to the one you created earlier (in my case, ui_hilda_asha).
For entries that don't exist (like Young_HM_01 to 05 for CID), we'd need to add new entries like so:
This also means: If you change character.xtbl for them to use a different model, you'd need to make sure their persona that character uses within character_definition uses the mathcing persona. Yes I'm a bit tired, lol.
WIP: Got it to identify CID correctly (no I'm not changing his mismatched eye colour); View attachment 47743
So next will be adding the rest and hope it doesn't run into a limit. If it does... would have to ship a character_definition that uses less personas as well, ewIt's done!
Let me reiterate something here. When going through the same follower_heads.xtbl in the remastered version, I was surprised to find that it is almost 1:1 of the original game; however, it has a shocking detail in lines 414-427 where it adds the ability to use character_definitions.xtbl as a way to define a follower head. They did this to fix the Zombie Gat follower bitmap and shockingly, this works for the original too.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.