Ender Shadowborne
Sailor Apprentice
Ahhh! Notifications broke! I'm so sorry guys! I was supposed to get emails when there were replies to this!
Everything seems alright, though I couldn't imagine the process for say creating a NEW locator...
Simple enoughLasso select should work, especially if you use it on the 256x265 picture before shrinking it to 128x128 or 64x64. Any extra bits of the background left in, or small bits of the face clipped off, won't show up as much on the lower resolutions.
Or just leave the background there. As you'll have seen from my example, I didn't bother removing the background, I just clipped and resized the picture to show more face and less body at each lower resolution.
There's another option. The Build Mod doesn't have face portraits as such for soldiers. Their interface pictures are just a soldier silhouette on top of a flag. For example:
View attachment 41642
That guy's not EXACTLY what I'm looking for? But pretty close, though the soldier model I intend to use doesn't really have facial hair, his soldier model is called "soldier_eng5", which is why I need to create iconsBefore you put in too much effort, use TX Convertor to look at "face_47.tga.tx", which you should find in the "128" folder. For some reason, at least in my (European) version of the stock game, it's only in 128x128 resolution, there are no equivalents in the "256" or "64" folders.
View attachment 41644
However, someone made 256x256 and 64x64 versions for the Build Mod. The attached file contains the whole lot.
The only special English soldier I can think of in the stock game is Lieutenant Harris, the one who challenges you in Clement's lighthouse. He uses the officer model, not the basic soldier model, but that might be more appropriate for a character who is to be your officer anyway.
Also simple enough, though what I had in mind is more or less in a tavern... If you want, I can explain my idea behind this unique officer?Any place and angle to take a picture is entirely for you to decide. Some ideas might be to take it in a location close to where the character appears, or a location that has something to do with the character. For example, if you're making an English soldier, perhaps town walls and/or town gates could be visible in the background, or perhaps somewhere outside the governor's residence?
There is a way to enable free camera mode that can help with this but I don't remember how to enable it.
The game does not seem to handle the background for the 128 and 64 pictures itself - the background seems to be part of the picture. You could follow Grey Roger's suggestion and leave the background from the screenshot or do something like how it is in the Build Mod, but if you want the background in the 128 and 64 pictures to be consistent with the others you will have to extract the background from the icons.tga.tx file in RESOURCE\Textures\INTERFACES and downsize it as appropriate.
I'm not sure that I understand what you mean. Taking Rys Bloom as an example we can see in PROGRAM\Characters\init\Officers.c that his location is "Redmond_port", his location group is "goto", and his locator is "cityzen_1". Checking this in the game we can see that this is indeed the case:
View attachment 41643
He has just walked away from it a little. Had I wanted him to instead appear at "goto_3" next to it I would just change his locator to that. So, when you have found a location and locator where you would like a new character to appear you would have to check the file for that area - such as Redmond.c - as well as these files, all in PROGRAM\Characters\init:
Officers.c
StoryCharacters.c
TempQuestCharacters.c
TempQuestEnemy.c
You'd check them to make sure the locator you have chosen isn't occupied. Say you want someone to appear at "goto_3" in Redmond port, you could search for that locator in the files and see if that location and locator is in use by anyone else. If it isn't then you can use it, if it is then you have to pick another locator.
Does this help anything or have I misunderstood what you mean?
Everything seems alright, though I couldn't imagine the process for say creating a NEW locator...