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Green Wristband PAC-MAN

Добавил: The DSystem
2016-10-01 16:11:46
107 views
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot
  • Green Wristband PAC-MAN Skin screenshot

I know that this isn't much of a texture hack, but it's one that has been on my mind for a while. Why does PAC-MAN lack a green palette? Well, I decided to implement one, using c06 as the base.

At first, I had texture problems with the ghosts, but modifying the texture IDs inside PAC-MAN's model.mta file fixed that issue up.

This texture hack does not replace any of PAC-MAN's 8 color slots. It instead uses its own color slot, which is the 9th color slot (c08). To use this texture hack, you need to edit a file named ui_character_db.bin.

ui_character_db.bin can be found in the following directory...

data/param/ui/

To edit ui_character_db.bin, you will need a parameter editing tool. You must then look for Entry[50] inside Group[1]; that entry is for PAC-MAN.

Name 7 is the amount of color slots that PAC-MAN has. Names 21 through 52 consist of values ranging from 0 or 1. In PAC-MAN's case, all color slots that are being used need to have their name value set to 1; 0 is used for unused color slots.

21 + 37 = color slot 1
22 + 38 = color slot 2
23 + 39 = color slot 3
24 + 40 = color slot 4
25 + 41 = color slot 5
26 + 42 = color slot 6
27 + 43 = color slot 7
28 + 44 = color slot 8
29 + 45 = color slot 9
30 + 46 = color slot 10
31 + 47 = color slot 11
32 + 48 = color slot 12
33 + 49 = color slot 13
34 + 50 = color slot 14
35 + 51 = color slot 15
36 + 52 = color slot 16

After making the changes to ui_character_db.bin, make sure that you implement it onto ALL the language folders so that the changes are applied for any language you're using.

Lastly, when using Sm4shExplorer to pack your mod, you will have to make sure that the extra color slot folders that are inside the following directory are set to be packed.

data/fighter/pacman/model/body/

Custom portraits and a custom stock icon are also included, and they will be packed for you when the mod is created.

Credits go to RandomTBush for his 3ds Max script, as his script really helped me with properly changing the texture IDs for PAC-MAN's models. The download does include a text document, which tells you this texture's texture IDs for the "body" model.

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