stuntcock
Content Creator
- Joined
- Jun 5, 2012
I've decided not to do this. It occurs to me that someone might want to muscular man mod to be active semi-permanently (e.g. by including it in $INIT$ and $RESET$) even while the user is loading and unloading various instanced mods (e.g. hairstyles and costumes for the girl). I can't find any obvious way of determining whether the Muscular mod was loaded via button click, and if I listen for the arrow button then it will unload the Muscular mod regardless of how it was loaded.
- it's not possible to unload the mod by clicking the arrow button (⤺).
- I can add that feature, but it wasn't crucial for the first pass.
So I'll just take the lazy route and ignore the arrow button entirely. Use the Reset button to remove muscles.
Still waiting on this one. If you want me to merge a head into the file then let me know. If you want the body to be a standalone thing then that's fine, but please remember that using it with one of Dante's heads means that SDT will be drawing 3 male body sprites. You'll suffer a bit of FPS loss.we can repackage this mod to include a head (so that you could just load one file and not worry about the load-order stuff). I'm not going to offer variants for every head (because the work is tedious) but I'll happily do 2 or 3 if you can identify your favorites.
This has been done.I can and will add a Dark Skin variant with automatic switch via scripting. It wasn't necessary for the first pass, but it's easy enough to include it in the "release" version. For now, please test this file with the Light Skin male body.
There's no easy answer.It turned out pretty good so far. Thanks! I'll see about adding shading like you suggested. Any suggestions?
I tried to copy the SDT shading patterns, but they're fairly complex (six separate gradients). We can easily stretch them so that they reach the new (slightly larger) outline of the torso. But that's not really sufficient; we'd need to actually redraw them so that they conform to the new contours of the muscle mass (e.g. draw a slight shadow under the prominent pectorals, draw highlights horizontally across the torso to emphasize the "ridgelines" of the chiseled abs, maybe add some vertical highlight lines to suggest bulging six-pack, etc). The vanilla torso is somewhat flabby and shapeless, so the new one would need greater detail (perhaps ten or eleven separate gradients instead of six). It's certainly far beyond my artistic ability :)
More importantly: even if you take the time to draw very detailed shading, your effort won't be fully rewarded. I've made changes to the shape of your torso for technical reasons (as previously discussed) and so I'd need to reshape and refit any shading patterns that you draw. If you decide to learn Flash at some point (so that you could draw the shading patterns directly into the FLA source file) then you could publish an improved version of this mod. If we need to go through several intermediate steps (with re-work and loss of detail at each stage) then it's probably not worth the effort.
For now, I've added a quick-and-dirty gradient which produces subtle brightness on the middle of the torso and shadowing at the ventral and dorsal edges (akin to normal mapping -- it gives the suggestion of a more 3-dimensional shape). There's also a deeper shadow on the mons pubis, which was included merely for the sake of consistency -- the SDT male torso has a very dark pelvis.
sdt-maleBody-muscular.mod