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Has anybody made a texture hack of this game to make certain other character models playable, such as the generic soldier, the generic mage, or the blue-shirted tan-skinned black-haired guy that was used by some ghosts (the same one used in avadon for the guy who kept giving you messages from your comrades)?

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  • 2 weeks later...

PC graphics are more complicated than those of NPCs. They have to include every possible pose with every possible weapon type. An artist could do it, but it wouldn't be simple.

 

Edit: For comparison, a typical NPC has nine graphic sheets. A PC has thirty-six, each with 40 to 64 individual graphics.

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that's seems more memory intensive, but I guess it's easier to contract out or delegate that way. Character + weapon (with anchor points) could be less resource intensive, but then you get into z order problems unless the arm and the body is on a separate layer.. but doable. Then you can have 1 swing animation and swap out the weapon asset only. Of course, that's on the dev side.

 

Blitting complete spritesheets (char+weapon) is def less cpu intensive.. I guess you can bake the character + weapon animation to a new sprite sheet at runtime, but that'll add to load time. Ah, anyway, just thinking out loud here.

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