Development Forum |
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Changing Eye Colors in C1 | |
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Jessica
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5/24/2010 | |
This was a random idea I just thought of, and I'm not even sure if it's possible. I've done a bit of research, but turned up nothing with numerous searches. This specifically applies to Creatures 1, although the idea could also be applied to C2 and C3/DS.
Would it be possible to have different eye colors on Norns? For example, Horse Norns always have green eyes, and I was wondering if it would be possible to alter the genetics to allow for mutations in eye color.
I'm not versed in the actual game mechanics, but I really would love to see a Horse Norn with either blue or brown eyes, as well as the other breeds showing different colored eyes.
Like I said, I have no idea if this is possible, or how to go about developing something like this. It was just a spur-of-the-moment idea, though, so any comments or help would be most appreciated! Thanks a lot!
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Peppery One
Papriko
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5/24/2010 | |
Sorry, but in the genetics of C3/DS creatures you only can change the color of the whole Norn at once. You could make the eyes brown or blue, but then you must expect that the fur turns bright pink or something that way.
I am not sure if it is in C1 and C2 the same, but it probably is.
An alternative would be to change the eye color directly in the sprites, but then it would be as static as the current -what did you say?- green eye color.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Prodigal Sock
Ghosthande
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5/24/2010 | |
Not to mention that all Norns of that breed would then have the new eye color.
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Peppery One
Papriko
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5/24/2010 | |
That's what I've meant with "static color".
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Jessica
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5/24/2010 | |
Ah, I see. Thanks for the help!
One final thought... Would it be possible to create multiple breeds that essentially only have different colored eyes via altered sprites? Then by breeding them together, the offspring wouldn't really experience eye color mutations, but there still would be some eye color variations.
Again, it's just an idea that doesn't have much behind it, aside from my interest in having a few slightly different Norns.
Thanks again for anyone who takes the time to read and help!
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Patient Pirate
ylukyun
Manager
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5/25/2010 | |
You can do this, but you don't have much room. C1 only has 10 different slots for each species You get more leeway if you don't mind overwriting some official breeds, such as the santa or ron norns. |
Liam
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5/25/2010 | |
In C3/DS, you could do this using a combination of the WEAR command (ie "clothes" like in CA), and some genetics or CAOS. I can't foresee it being incredibly difficult, surely.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Jessica
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5/25/2010 | |
Drat! 10 different slots really isn't a lot to work with, although I'm not planning on using any other official breeds aside from the Purple Mountain Norns. Maybe this project will be possible, even though it's not really an ideal method. Thanks for the thoughts, ylukun!
Liam, it sounds like this would be much more plausible in C3/DS. Although I have absolutely no idea how to do it, I think it's a project I'd be interested in trying out in the future. Thanks for the encouragement and detailed help!
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Liam
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5/25/2010 | |
I remember Dement managed to make WEAR work at one point, let me take a snoop.
Alright, looks like he got it to work in his Xmas room. Here's the code for the wearable hats decompiled:
new: simp 2 26 64706 "przy" 1 2 10
mvto 617 99501
attr 6
clik 4 5 -1
setv ov00 0
scrp 2 26 64706 256
inst
targ _p1_
doif aslp ne 1
doif rand 0 1 eq 1
snde "ctho"
else
snde "cth2"
endi
endi
targ ownr
setv va00 ov00
targ _p1_
snde "clot"
wear 0 6 1
endm
scrp 2 26 64706 5
setv va00 ov00
snde "clot"
etch 4 0 0
doif aslp <> 1
doif rand 0 1 eq 1
snde "ctho"
else
snde "cth2"
endi
endi
wear 0 6 1
next
targ ownr
mvto 617 99501
endm
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- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
Prodigal Sock
Ghosthande
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5/28/2010 | |
I posted an explanation on how the WEAR command works over at Creaturetopia a while back, which should help a bit more.
I don't know how useful WEAR would actually be in this situation, since a Norn would essentially be wearing "contacts" and I don't think clothing is something that can be inherited by a Norn's offspring, but it would be interesting all the same.
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Patient Pirate
ylukyun
Manager
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5/28/2010 | |
The game could create the "contacts" on a norn after determining the presence of a certain chemical, which would be hereditary. |
Jessica
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6/1/2010 | |
Wow, thanks for all of the information! Seems like something that could be a very interesting project down the line. You've all been very helpful, and I appreciate all of the info!
Having contacts that are determined by chemicals is a great idea! I'm not so sure why I'm so interested in having different eye colors... Might be because I played The Sims 2 a lot lately, and would have loved to have some sort of Create-a-Norn in the game. Ha!
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silvak
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6/1/2010 | |
You could make the contacts heireditary if you have different concentations for different colors.
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Liam
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6/14/2010 | |
If anyone is interested, you can see a tutorial on the subject here.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |