ChicagoCubs720 Posted March 27, 2007 Share Posted March 27, 2007 I've been thinking, there are so many quality cyberfaces out there, it's really a shame we can only have a maximum of 900 players with real faces. So, would it be possible to create a new .big file (faces.big?) that the game could load cyberfaces from (so models.big wouldn't be overloaded) and create a new numbering system in the thousands (ex. c0096.fsh/ord/orl instead of c096.fsh/ord orl) that would follow the numbering system used for portraits (a player would have the same portrait and cyberface ID). Of course, the rosters would need to be changed also. What tells the game to load the faces from models.big? Link to comment Share on other sites More sharing options...
tywiggins Posted March 27, 2007 Share Posted March 27, 2007 I've been thinking, there are so many quality cyberfaces out there, it's really a shame we can only have a maximum of 900 players with real faces. So, would it be possible to create a new .big file (faces.big?) that the game could load cyberfaces from (so models.big wouldn't be overloaded) and create a new numbering system in the thousands (ex. c0096.fsh/ord/orl instead of c096.fsh/ord orl) that would follow the numbering system used for portraits (a player would have the same portrait and cyberface ID). Of course, the rosters would need to be changed also. What tells the game to load the faces from models.big? This idea sounds fairly similar to my Models.big updater program. I have no idea how you could make this change. For one thing, the face number in the attrib.dat can only be 0 - 1023. I don't know how you could get it to use the audio/photo id instead. Link to comment Share on other sites More sharing options...
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