View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007272 | Valley 1 | Suggestion - UI Ideas | Apr 27, 2012 9:23 am | May 1, 2012 8:56 pm | |
Reporter | TheGodofCruelty | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.001 | ||||
Fixed in Version | 1.007 | ||||
Summary | 0007272: Texture Pack Support | ||||
Description | While I absolutely love the beautiful style of the game, but I know many people that who would buy this game just for the ability to change the textures. So what I would suggest is to implement a way to create custom Textures and/or Texture Packs if that is possible with a complex game like AVWW. The Reason for this Suggestion is something I came up with while thinking a while why I like this game and the answer was that there is always something new to discover but... well you know seeing the same graphic all the time is not exactly boring (as I said I love the style of the game) but I think that variation keeps a game fresh and makes it feel different with every change that is made, the best example are the beta updates in this game which means that if you can change the game and how it looks then you would have a new experience everytime you play which would (correct me if I'm wrong here) guarantee pretty much endless replayability. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Already possible! All the art is in RuntimeData/Images as pngs. Mod away! |
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I think maybe he means the ability to add a zip file that would override the images but can be removed easily. So the game would unzip to a temp directory and then scan for images in that directory first, filling in anything it can't find from the default path. |
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Hmm, the zip file thing is definitely out -- we'd need to have you unzip the files into a directory structure in some sort of texture pack location. But that sort of thing, if we're talking a loose folder of files, could certainly be a possibility. |
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You mean like an overload directory? |
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Exactly. |
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All righty: * There is now a dropdown in the Graphics tab that allows you to select from any installed Texture Packs, if any are installed. * Here are the instructions for how to create texture packs if you have an interest in doing that: To add a texture pack, simply add a folder here in the AVWW/RuntimeData/TexturePacks folder. The name of the texture pack in the game will be the name of the folder. So if you make a folder called BobsTextures, that's what it will show up as in the game. ----------------------------- HOW TO REPLACE A TEXTURE USING THE TEXTURE PACK: Inside your texture pack folder, simply duplicate the contents of the Images folder that you want to replace. Don't bother moving over images that you aren't doing custom versions of -- the game will first look into the active texture pack folder and then will look into the base images folder if nothing was found. So, for instance, if you want to replace the keyboard cursor (normally located at AVWW/RuntimeData/Images/Misc/KeyboardCursor.png) you would add AVWW/RuntimeData/TexturePacks/BobsTextures/Images/Misc/KeyboardCursor.png. That would alter the keyboard cursor, but no other parts of the game. You can do that for as many or as few images as you like. ----------------------------- HOW TO REPLACE A PARTICLE EFFECT USING THE TEXTURE PACK: Inside your texture pack folder, make a Configuration folder. Then make a Particles.xml file that is a copy of the main Particles.xml file in AVWW/RuntimeData/Configuration/Particles.xml. Simply make <g pattern="Fireball"></g> entries for particle effects that you wish to change. Don't worry about trying to do them all -- just do the ones you're actually making changes to. The others will load from the main Particles.xml file just fine, but your custom particle definitions will selectively override whatever you wish. Did you know? When you have the game open, you can hit Ctrl+F4 to reload the Particles.xml files at will. That way you can make a small tweak, hit that key combo, and then test your change immediately without having to restart the application. ----------------------------- TIPS: Generally speaking, you need to keep the images to the same size and dimensions as the original. Any wildly different image sizes won't look at all correct in-game, especially when it comes to sprite dictionaries (animations). That said, when it comes to things in the Backdrops and Ground folders, those can be set to pretty much whatever size since they are repeating tiled graphics. |
Date Modified | Username | Field | Change |
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Apr 27, 2012 9:23 am | TheGodofCruelty | New Issue | |
Apr 27, 2012 9:25 am | Chris_McElligottPark | Internal Weight | => New |
Apr 27, 2012 9:25 am | Chris_McElligottPark | Note Added: 0022826 | |
Apr 27, 2012 9:25 am | Chris_McElligottPark | Status | new => closed |
Apr 27, 2012 9:25 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 27, 2012 9:25 am | Chris_McElligottPark | Resolution | open => no change required |
Apr 27, 2012 9:48 am | Bluddy | Note Added: 0022827 | |
Apr 27, 2012 9:51 am | Chris_McElligottPark | Note Added: 0022829 | |
Apr 27, 2012 9:51 am | Chris_McElligottPark | Status | closed => considering |
Apr 27, 2012 11:18 am | Penumbra | Note Added: 0022836 | |
Apr 27, 2012 11:25 am | Chris_McElligottPark | Note Added: 0022837 | |
May 1, 2012 8:56 pm | Chris_McElligottPark | Note Added: 0023222 | |
May 1, 2012 8:56 pm | Chris_McElligottPark | Status | considering => resolved |
May 1, 2012 8:56 pm | Chris_McElligottPark | Fixed in Version | => 1.007 |
May 1, 2012 8:56 pm | Chris_McElligottPark | Resolution | no change required => fixed |