Looks good to me!To spare myself of any trouble, I'm posting my current progress in finding the values. Can you check if it's ok and let me know if I should proceed with my work?
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Looks good to me!To spare myself of any trouble, I'm posting my current progress in finding the values. Can you check if it's ok and let me know if I should proceed with my work?
@Levis: do you need such detailed report about something like USE_REAL_CANNONS or DISCOVER_FAST_TRAVEL?
I think, @Mirsaneli could save himself some work by just reporting such defines as "used everywhere"
I gather that he wants to get rid of those that are not used. From that point of view everything that can be found multiple times in 3+ files is not especially interesting.Yes, but if I understood well, Levis needs to know how often they are used.
I don't need it always but more info is always better. And it saves me a lot of lookup work later.@Levis: do you need such detailed report about something like USE_REAL_CANNONS or DISCOVER_FAST_TRAVEL?
I think, @Mirsaneli could save himself some work by just reporting such defines as "used everywhere"
@Mirsaneli already finished it?
No problem at all
Not necessary, no. Because the model file itself can continue to refer to the original texture file.Do you need to edit the actual model files? (Which, if they're the files I'm thinking of, i.e. the .gm files, would need to be done with a hex editor - not for the faint-hearted. )
Pretty much. With the exception that you need to COPY the model files as the new portrait needs to be linked to a new model ID.I'd have thought that you'd need to copy and paste the entry for "9JdFra" in "initModels.c", change one to be a basic version of Jack Sparrow in French uniform minus all the storyline bits, and change the other to use the new face. But first you'd need to copy the three portraits to their respective folders and rename them to "face_<pick a number>.tga.tx", so that you have the correct file name to put in the "initModels.c" entry. And then you'd need to repeat the copying and pasting in "initModels.c" because there are versions for Jack in various types of armour. Both versions will presumably use the same model file, so they'll look identical in play; the only difference should be that if you're playing Jean-Baptiste du Casse, you get the new interface portrait instead of the generic Sparrow face.
True. Though there are still PLENTY of gaps left, so when filling up those gaps, that should not be an issue.You also need to check "pictures.ini" to make sure that "face_<pick a number>" has an entry for the 128x128 version and add one if it hasn't.