White pixelated hair

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SoTAL

Sergeant at Arms
Recently I've noticed in my mod that the hair of most npc's has turned very weird. I think it happened after I installed the zombie pack by keedo, but I'm not sure. If any of you have played earlier versions of Sword of Damocles, you'll know what I mean.

Anyone know what the problem and is? Or most importantly, how to fix it?
 
I've got the same problem, and sadly I also don't have a clue what causes it or how it can be fixed.  Worse still, some of my NPC hero's hair has disappeared completely for no good reason.
 
yeah, post a picture, we need to see what is going on.    I had an issue with all white hair, and it was due to me messing up the face codes so I just needed to re-generate them.
 
I forget what post I got this from but I have the answer.  The problem is the random hair generator will pick a hair texture that the files don't have accounted for.  The fix is to remove all the other hair textures but one for each race. Hair blonde is the one that is usually kept.  And its more than just white hair it also doesn't have a texture at all it will be a white untextured blob on top of an npc's head.
skins = [
  (
    "man", 0,
    "man_body", "man_calf_l", "m_handL",
    "male_head", man_face_keys,
    ["man_hair_ab","man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
    ["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o",  "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g",], #beard meshes ,"beard_q"
  ["hair_blonde",], #hair textures
    ["beard_blonde"], #beard_materials
    [("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
    ("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
    ("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),   
#    ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
    ("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
    ("manface_scar2",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
    ("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
    ("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
    ("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
#    ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
    ("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),###0xff120808   
#    ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
    ], #man_face_textures,
    [(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_victory,"snd_man_victory")], #voice sounds
    "skel_human", 1.0,
    psys_game_blood,psys_game_blood_2,
    [[1.7, comp_greater_than, (1.0,face_width), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
    [0.3, comp_less_than, (1.0,face_width), (1.0,temple_width)],
    [1.7, comp_greater_than, (1.0,face_width), (1.0,face_depth)],
    [0.3, comp_less_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
    [1.7, comp_greater_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
    [-0.7, comp_less_than, (1.0,nose_size), (-1.0,nose_shape)],
    [0.7, comp_greater_than, (1.0,nose_size), (-1.0,nose_shape)],
    [2.7, comp_greater_than, (1.0,chin_size), (1.0,mouth_nose_distance), (1.0,nose_height), (-1.0,face_width)],
    ]
  ),
  I'm pretty sure this was the fix notice there is only one hair texture and beard texture.  Now when it randomly picks a texture its always the same one and beard and hair blond are supported. Don't kill me if it doesn't work I got it from another thread.  This doesn't mean that characters will only have blonde hair.  The colour of the hair_blonde texture is set for each face.
 
Yes, the white hair bug is somehow related to the limit_hair_colors line in module.ini. It is neccessary to change that line to keep the undead from crashing the game, but for whatever reason it messes up the hair. By removing all of the hair textures except hair_blonde, It should fix the white hair bug. From what I understand, in older versions of M&B there were separate texture files for each hair color, but now they are all on the hair_blonde texture.
 
haire.png

By sotal11 at 2009-06-24

Here's an example of what I mean.
 
on this topic of hair colors (and textures), I would like to have a few separate textures for hair.  Such as for an afro.  Can't really use the straight hair for that (well you can,but it looks crappy).

So If I turn off the limit flag, and get rid of the non-existant texture calls (I think the reason they come out all white is that there is no actual texture with that name) and put in my own curly hair textures, should it allow for more texture variety?
 
jik said:
on this topic of hair colors (and textures), I would like to have a few separate textures for hair.  Such as for an afro.  Can't really use the straight hair for that (well you can,but it looks crappy).

So If I turn off the limit flag, and get rid of the non-existant texture calls (I think the reason they come out all white is that there is no actual texture with that name) and put in my own curly hair textures, should it allow for more texture variety?
The limit flag is just for colors, not for textures. It's deprecated.

I think it's only possible to have one type of hair texture per "race." I'm not certain on this though.

hair_blonde is just the default smooth hair, its' diffuse_2 is hair_white for aging effects. It doesn't have anything to do with color, that's all defined by the hex codes.

But, if you create another "race", I'm pretty sure you can define it to use of different hair and beard texture.
 
Fei Dao said:
jik said:
on this topic of hair colors (and textures), I would like to have a few separate textures for hair.  Such as for an afro.  Can't really use the straight hair for that (well you can,but it looks crappy).

So If I turn off the limit flag, and get rid of the non-existant texture calls (I think the reason they come out all white is that there is no actual texture with that name) and put in my own curly hair textures, should it allow for more texture variety?
The limit flag is just for colors, not for textures. It's deprecated.

I think it's only possible to have one type of hair texture per "race." I'm not certain on this though.

hair_blonde is just the default smooth hair, its' diffuse_2 is hair_white for aging effects. It doesn't have anything to do with color, that's all defined by the hex codes.

But, if you create another "race", I'm pretty sure you can define it to use of different hair and beard texture.

Got that, but I was hoping to have all hair types available to all men.  The texture is made similar to the blonde one, so the coloring will work the same.  It's the texture that I need.  I guess my way around that is to make a larger hair_blond texture and add the other types in different quadrants (or top and bottom).  Will suck a bit with the texture wrapping...
 
Actually, I think it might be possible to have multiple hair textures for races... try creating a new hair mesh, and have it mapped to your special hair texture - it'll probably show as you cycle through hairstyles.
 
Fei Dao said:
Actually, I think it might be possible to have multiple hair textures for races... try creating a new hair mesh, and have it mapped to your special hair texture - it'll probably show as you cycle through hairstyles.

Tried that.  Not working.  The mesh file had the texture applied to it, and I did this (with the hair limit set to 0):
    ["hair_blonde","hair_afro"], #hair textures
    ["beard_blonde","hair_afro"], #beard_materials

in skins.py.  Still showed up as hair_blonde.  Funny how the others showed with no texture (since the texture was missing).  I should look at the hair meshes in the brf to see if they have some custom texture applied that translates to what is listed in the skins.py
 
It's on the same lines as your thread (the same part of the Module System).  I thought that since your problem was solved, I could detour a bit....  :|
 
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