Redid the mainfest files to remove race/gender.

Now based on armor slot enum.
Added color to the manifest files.
Manifest files aren't yet being used, but will load.
This commit is contained in:
Adam Fogle 2019-10-05 14:01:32 -04:00
parent a2b2d0d493
commit a5db28113f
10 changed files with 213 additions and 626 deletions

View File

@ -1,87 +1,12 @@
({
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
Dark:(
voxSpec: ("armor.belt.dark", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
belt: [
Some(("armor.belt.dark", (0, 0, 0))),
Some(("armor.belt.cloth_turq", (0, 0, 0))),
]
),
// More here
Cloth:(
voxSpec: ("armor.belt.cloth_turq", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
})

View File

@ -1,87 +1,37 @@
({
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Blue: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (44, 74, 109)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Brown: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (90, 49, 43)
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Dark: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (73, 63, 59)
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Green: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (59, 95, 67)
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Orange: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (109, 58, 58)
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
Midnight: (
voxSpec: ("armor.chest.grayscale", (0, 0, 0)),
recolor: true,
color: (29, 26, 33)
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
chest: [
Some(("armor.chest.cloth_red_kimono", (0, 0, 0))),
Some(("armor.chest.grayscale", (0, 0, 0))),
]
),
// More here
Kimono: (
voxSpec: ("armor.chest.cloth_red_kimono", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
})

View File

@ -1,100 +1,22 @@
({
//For now I'm assuming we will still need a per race/gender offset.
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
Bare: (
voxSpec: ("armor.foot.none", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
Dark: (
voxSpec: ("armor.foot.dark-0", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
Sandal: (
voxSpec: ("armor.foot.cloth_sandals", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
foot: [
Some(("armor.foot.cloth_sandals", (0, 0, 0))),
Some(("armor.foot.dark_jester-elf_shoe", (0, 0, 0))),
Some(("armor.foot.dark-0", (0, 0, 0))),
]
),
// More here
Jester: (
voxSpec: ("armor.foot.dark_jester-elf_shoe", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
})

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@ -1,124 +1,26 @@
({
//For now I'm assuming we will still need a per race/gender offset.
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
Bare: (
left: (
voxSpec: ("armor.hand.bare_left", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
right: (
voxSpec: ("armor.hand.bare_right", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
hand: [
Some(("armor.hand.cloth_basic_left", (0, 0, 0))),
Some(("armor.hand.cloth_basic_right", (0, 0, 0))),
Some(("armor.hand.dark-0", (0, 0, 0))),
Some(("armor.hand.default_left", (0, 0, 0))),
Some(("armor.hand.default_right", (0, 0, 0))),
]
),
// More here
Cloth: (
left: (
voxSpec: ("armor.hand.cloth_basic_left", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
right: (
voxSpec: ("armor.hand.cloth_basic_right", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
)
})

View File

@ -1,88 +1,32 @@
({
//For now I'm assuming we will still need a per race/gender offset.
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
Blue: (
voxSpec: ("armor.pants.grayscale", (0, 0, 0)),
recolor: true,
color: (28, 66, 109)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
Brown: (
voxSpec: ("armor.pants.grayscale", (0, 0, 0)),
recolor: true,
color: (54, 30, 26)
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
Dark: (
voxSpec: ("armor.pants.grayscale", (0, 0, 0)),
recolor: true,
color: (24, 19, 17)
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
Green: (
voxSpec: ("armor.pants.grayscale", (0, 0, 0)),
recolor: true,
color: (49, 95, 59)
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
Orange: (
voxSpec: ("armor.pants.grayscale", (0, 0, 0)),
recolor: true,
color: (148, 52, 33)
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
pants: [
Some(("armor.pants.cloth_red_kimono", (0, 0, 0))),
Some(("armor.pants.grayscale", (0, 0, 0))),
]
),
// More here
Kimono: (
voxSpec: ("armor.pants.cloth_red_kimono", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
})

View File

@ -1,112 +1,38 @@
({
//For now I'm assuming we will still need a per race/gender offset.
(Human, Male): (
offset: (-7.0, -4.0, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
None: (
left: (
voxSpec: ("armor.shoulder.none_left", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
right: (
voxSpec: ("armor.shoulder.none_right", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
),
(Human, Female): (
offset: (-7.0, -4.0, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
Brown1: (
left: (
voxSpec: ("armor.shoulder.brown_left", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
right: (
voxSpec: ("armor.shoulder.brown_right", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
),
(Orc, Male): (
offset: (-8.0, -5.0, -6.75),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Orc, Female): (
offset: (-8.0, -4.0, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Elf, Male): (
offset: (-8.0, -4.0, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Elf, Female): (
offset: (-8.0, -4.0, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Dwarf, Male): (
offset: (-6.0, -4.5, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Dwarf, Female): (
offset: (-6.0, -4.5, -6.0),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Undead, Male): (
offset: (-5.0, -4.0, -6.75),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Undead, Female): (
offset: (-5.0, -4.0, -6.75),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Danari, Male): (
offset: (-9.0, -4.0, -7.5),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
(Danari, Female): (
offset: (-9.0, -4.0, -7.5),
shoulder: [
Some(("armor.shoulder.brown_left", (0, 0, 0))),
Some(("armor.shoulder.chain_left", (0, 0, 0))),
Some(("armor.shoulder.brown_right", (0, 0, 0))),
Some(("armor.shoulder.chain_right", (0, 0, 0))),
]
),
// More here
Chain: (
left: (
voxSpec: ("armor.shoulder.chain_left", (0, 0, 0)),
recolor: false,
color: (0,0,0)
),
right: (
voxSpec: ("armor.shoulder.chain_right", (0, 0, 0)),
recolor: false,
color: (0,0,0)
)
)
})

View File

@ -393,23 +393,26 @@ pub enum Chest {
Green,
Orange,
Midnight,
Kimono,
}
pub const ALL_CHESTS: [Chest; 6] = [
pub const ALL_CHESTS: [Chest; 7] = [
Chest::Blue,
Chest::Brown,
Chest::Dark,
Chest::Green,
Chest::Orange,
Chest::Midnight,
Chest::Kimono,
];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Belt {
Dark,
Cloth,
}
pub const ALL_BELTS: [Belt; 1] = [
//Belt::Default,
pub const ALL_BELTS: [Belt; 2] = [
Belt::Dark,
Belt::Cloth,
];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
@ -419,35 +422,49 @@ pub enum Pants {
Dark,
Green,
Orange,
Kimono,
}
pub const ALL_PANTS: [Pants; 5] = [
pub const ALL_PANTS: [Pants; 6] = [
Pants::Blue,
Pants::Brown,
Pants::Dark,
Pants::Green,
Pants::Orange,
Pants::Kimono,
];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Hand {
Bare,
Dark,
Cloth,
}
pub const ALL_HANDS: [Hand; 2] = [Hand::Bare, Hand::Dark];
pub const ALL_HANDS: [Hand; 2] = [Hand::Bare, Hand::Cloth];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Foot {
Bare,
Dark,
Sandal,
Jester,
}
pub const ALL_FEET: [Foot; 2] = [Foot::Bare, Foot::Dark];
pub const ALL_FEET: [Foot; 4] = [
Foot::Bare,
Foot::Dark,
Foot::Sandal,
Foot::Jester,
];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Shoulder {
None,
Brown1,
Chain,
}
pub const ALL_SHOULDERS: [Shoulder; 2] = [Shoulder::None, Shoulder::Brown1];
pub const ALL_SHOULDERS: [Shoulder; 3] = [
Shoulder::None,
Shoulder::Brown1,
Shoulder::Chain,
];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Eyebrows {

View File

@ -84,16 +84,32 @@ fn recolor_grey(rgb: Rgb<u8>, color: Rgb<u8>) -> Rgb<u8> {
// All offsets should be relative to an initial origin that doesn't change when combining segments
#[derive(Serialize, Deserialize)]
struct VoxSpec(String, [i32; 3]);
struct VoxSpec<T>(String, [T; 3]);
// Armor can have the color modified.
#[derive(Serialize, Deserialize)]
struct ArmorVoxSpec{
voxSpec: VoxSpec<f32>,
recolor: bool,
color: [u8; 3]
}
// For use by armor with a left and right component
#[derive(Serialize, Deserialize)]
struct SidedArmorVoxSpec{
left: ArmorVoxSpec,
right: ArmorVoxSpec
}
// All reliant on humanoid::Race and humanoid::BodyType
#[derive(Serialize, Deserialize)]
struct HumHeadSubSpec {
offset: [f32; 3], // Should be relative to initial origin
head: VoxSpec,
eyes: VoxSpec,
hair: Vec<Option<VoxSpec>>,
beard: Vec<Option<VoxSpec>>,
accessory: Vec<Option<VoxSpec>>,
head: VoxSpec<i32>,
eyes: VoxSpec<i32>,
hair: Vec<Option<VoxSpec<i32>>>,
beard: Vec<Option<VoxSpec<i32>>>,
accessory: Vec<Option<VoxSpec<i32>>>,
}
#[derive(Serialize, Deserialize)]
pub struct HumHeadSpec(HashMap<(Race, BodyType), HumHeadSubSpec>);
@ -192,54 +208,22 @@ impl HumHeadSpec {
)
}
}
// All reliant on humanoid::Race and humanoid::BodyType
// Armor spects should be in the same order, top to bottom.
// These seem overly split up, but wanted to keep the armor seperated
// unlike head which is done above. This can also make adding further
// customization easier, such as allowing a 'chest_emblem' to be added.
#[derive(Serialize, Deserialize)]
struct HumArmorShoulderSubSpec {
offset: [f32; 3],
shoulder: Vec<Option<VoxSpec>>,
}
#[derive(Serialize, Deserialize)]
struct HumArmorChestSubSpec {
offset: [f32; 3],
chest: Vec<Option<VoxSpec>>,
}
#[derive(Serialize, Deserialize)]
struct HumArmorHandSubSpec {
offset: [f32; 3],
hand: Vec<Option<VoxSpec>>,
}
#[derive(Serialize, Deserialize)]
struct HumArmorBeltSubSpec {
offset: [f32; 3],
belt: Vec<Option<VoxSpec>>,
}
#[derive(Serialize, Deserialize)]
struct HumArmorPantsSubSpec {
offset: [f32; 3],
pants: Vec<Option<VoxSpec>>,
}
#[derive(Serialize, Deserialize)]
struct HumArmorFootSubSpec {
offset: [f32; 3],
foot: Vec<Option<VoxSpec>>,
}
// unlike head which is done above.
#[derive(Serialize, Deserialize)]
pub struct HumArmorShoulderSpec(HashMap<(Race, BodyType), HumArmorShoulderSubSpec>);
pub struct HumArmorShoulderSpec(HashMap<Shoulder, SidedArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorChestSpec(HashMap<(Race, BodyType), HumArmorChestSubSpec>);
pub struct HumArmorChestSpec(HashMap<Chest, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorHandSpec(HashMap<(Race, BodyType), HumArmorHandSubSpec>);
pub struct HumArmorHandSpec(HashMap<Hand, SidedArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorBeltSpec(HashMap<(Race, BodyType), HumArmorBeltSubSpec>);
pub struct HumArmorBeltSpec(HashMap<Belt, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorPantsSpec(HashMap<(Race, BodyType), HumArmorPantsSubSpec>);
pub struct HumArmorPantsSpec(HashMap<Pants, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorFootSpec(HashMap<(Race, BodyType), HumArmorFootSubSpec>);
pub struct HumArmorFootSpec(HashMap<Foot, ArmorVoxSpec>);
impl Asset for HumArmorShoulderSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
@ -296,6 +280,9 @@ impl HumArmorShoulderSpec {
graceful_load_mat_segment(match shoulder {
Shoulder::None => return Mesh::new(),
Shoulder::Brown1 => "armor.shoulder.brown_left",
//This is wrong and similar are wrong but will be fixed
//by the hotloading.
Shoulder::Chain => "armor.shoulder.brown_left",
}),
race.skin_color(skin),
race.hair_color(hair_color),
@ -318,6 +305,7 @@ impl HumArmorShoulderSpec {
graceful_load_mat_segment(match shoulder {
Shoulder::None => return Mesh::new(),
Shoulder::Brown1 => "armor.shoulder.brown_right",
Shoulder::Chain => "armor.shoulder.brown_right",
}),
race.skin_color(skin),
race.hair_color(hair_color),
@ -349,6 +337,8 @@ impl HumArmorChestSpec {
Chest::Green => (59, 95, 67),
Chest::Orange => (109, 58, 58),
Chest::Midnight => (29, 26, 33),
//Also wrong, will be fixed when reading manifest files.
Chest::Kimono => (0,0,0),
};
let color = |mat_segment| {
@ -391,8 +381,9 @@ impl HumArmorHandSpec {
) -> Mesh<FigurePipeline> {
let hand_segment = color_segment(
graceful_load_mat_segment(match hand {
Hand::Bare => "armor.hand.default_left",
Hand::Dark => "armor.hand.default_left",
Hand::Bare => "armor.hand.bare_left",
//also to be fixed
Hand::Cloth => "armor.hand.bare_left",
}),
race.skin_color(skin),
race.hair_color(hair_color),
@ -413,8 +404,9 @@ impl HumArmorHandSpec {
) -> Mesh<FigurePipeline> {
let hand_segment = color_segment(
graceful_load_mat_segment(match hand {
Hand::Bare => "armor.hand.default_right",
Hand::Dark => "armor.hand.default_right",
Hand::Bare => "armor.hand.bare_right",
//also to be fixed
Hand::Cloth => "armor.hand.bare_right",
}),
race.skin_color(skin),
race.hair_color(hair_color),
@ -438,8 +430,9 @@ impl HumArmorBeltSpec {
) -> Mesh<FigurePipeline> {
load_mesh(
match belt {
//Belt::Default => "figure/body/belt_male",
Belt::Dark => "armor.belt.dark",
//also wrong
Belt::Cloth => "armor.belt.dark",
},
Vec3::new(-4.0, -3.5, 2.0),
)
@ -466,6 +459,8 @@ impl HumArmorPantsSpec {
Pants::Dark => (24, 19, 17),
Pants::Green => (49, 95, 59),
Pants::Orange => (148, 52, 33),
//also wrong
Pants::Kimono => (148, 52, 33),
};
let pants_segment = color_segment(
@ -498,6 +493,9 @@ impl HumArmorFootSpec {
graceful_load_mat_segment(match foot {
Foot::Bare => "armor.foot.dark-0",
Foot::Dark => "armor.foot.dark-0",
//wrong
Foot::Sandal => "armor.foot.dark-0",
Foot::Jester => "armor.foot.dark-0",
}),
race.skin_color(skin),
race.hair_color(hair_color),
@ -520,6 +518,9 @@ impl HumArmorFootSpec {
graceful_load_mat_segment(match foot {
Foot::Bare => "armor.foot.dark-0",
Foot::Dark => "armor.foot.dark-0",
//wrong
Foot::Sandal => "armor.foot.dark-0",
Foot::Jester => "armor.foot.dark-0",
}),
race.skin_color(skin),
race.hair_color(hair_color),