It should be. 'GetCharacterEquipByGroup(PChar, BLADE_ITEM_TYPE)' finds out which blade you're carrying; replace "PChar" with someone else to find out what that character is carrying. So:Would that even be possible?
Code:
NPChar = characterFromID("Blaze Devlin");
if(GetCharacterEquipByGroup(NPChar, BLADE_ITEM_TYPE) != "")
{
GiveItem2Character(Pchar, GetCharacterEquipByGroup(NPChar, BLADE_ITEM_TYPE));
EquipCharacterByItem(Pchar, GetCharacterEquipByGroup(NPChar, BLADE_ITEM_TYPE));
}
else
{
GiveItem2Character(Pchar, "blade21");
EquipCharacterByItem(Pchar, "blade21");
}
Look in "RESOURCE\Textures\INTERFACES\PORTRAITS\256", where you should find "face_blank.psd". Sized 256x256, this is a Photoshop file with the frame as a layer. Crop, don't resize, the picture to a square. Then resize the square to 248x248 (8 pixels smaller than 256 to allow for the frame). Copy the whole picture and pasted it as a layer onto "face_blank.psd" below the frame. Flatten, save as a .tga, then use TX Convertor to convert it to tga.tx - you won't need an alpha channel so "R5G6B5" is a good setting to use. If you don't have Photoshop, GIMP is a free picture-editing program which can read Photoshop files, otherwise use anything else you have which can read them. You should also find versions of "face_blank.psd" in the other "PORTRAITS" subfolders to help create the other portraits.I remember clipping and sizing it and then putting it through the various TX and TG and whatever converters and ending up with the correct sizes and all is exactly where I failed. So it's not really a question of screenshot or the other portrait, but a question of the rest of the process. I intended the image in the appendix as portrait for BeatriceB.
I'll have another look when I test my latest version of "quests_reaction.c", and I'll also check that "BeatriceB" is working. But last time I looked, "h_Devlin" seemed to be fine.No, no. BeatriceA (Bonnie) and her retextured BeatriceB now work just fine as talking heads. Only Blaze (the model Devlin or in this case h_Devlin) is the problem. What I meant is that I had this same problem with h_BeatriceB as you can see in my screenshot in the other thread. Then we fixed that somehow. But I still have the same problem with h_Devlin.
Yes, that's got "BeatriceB" working in "Animation View". Now to add an entry into "initModels.c" - or if you already have a version with "BeatriceB", perhaps you could upload it, then I can merge it with what I already have and also get the correct model description for her.I hope those are all the files you need.
Meanwhile, here are some portrait pictures for "BeatriceB" based on your picture. The .tga files are also included but won't need to go into the update for general release. They're numbered 602 because everything up to 601 is already taken for other character models.