Solved Can remap player keep alt palette during weapon change?

Question that is answered or resolved.
I have a character who "transforms" into the same looking character but with a helmet and jetpack.

Is there a way to have it so that if i choose an alternate palette in the select screen, the 'weapon' entity will also use that same remap palette as the player?

Thanks!
 
Solution
All you need to do is give your weapon model the same palette/alternatepal entries as the default model. The engine automatically sets the weapon to the same palette index in use by current model, assuming the weapon model has that palette index available.

DC
All you need to do is give your weapon model the same palette/alternatepal entries as the default model. The engine automatically sets the weapon to the same palette index in use by current model, assuming the weapon model has that palette index available.

DC
 
Solution
Just to elaborate, if you are wondering why the palettes don't just carry straight over:

It works this way so you have the option of using entirely different palettes for the weapon model. Maybe the weapon is a power pill or some such that turns your skin green like Pitfighter. Maybe it's a vehicle or some kind of transformation that uses totally different sprites. It could even just be adding a few colors the default model palettes don't have to accommodate a baseball bat or whatever.

DC
 
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