Thread: Pixels on new capes

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  1. #1 Pixels on new capes 
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    Mr Joopz's Avatar
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    I was wondering where i'd need to look to add pixels to a cape that doesn't have pixels, or even how to do it? I don't want spoonfeeding though.
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    add pixels...to a cape...trolling?

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    He means like the pixels at end of comp cape, I cant think of the word right now
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    Particles, lol they're particles but im pretty sure thats client sided
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    Member Pixels on new capes Market Banned
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    Quote Originally Posted by dismak88 View Post
    Particles, lol they're particles but im pretty sure thats client sided
    Yeah that one haha, was pretty tired when i wrote this.
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    You'd have to know how the model loads (get a model "header" (inb4 model "decrypter")), go into the Hex code, figure out how to separate the values (there's chunks of data for things like Alpha, Color, VSKINs, etc.), and once you can figure out where different sections are just by looking at them, you'll need to know which parts might be missing (because there's certain toggles in there (for example, a "uses alpha" toggle so it knows to look for values referring to alpha on each face)). There's a value in the footer of the model that handles things like particles ("surface effects"), "many vertices" (in case there's too many vertices?), etc.

    Change that value so it can read particle data, which you'd add shortly before the footer, in the format of:

    11
    2222 3333
    4444 5555
    .... ....
    where 11 is the number of faces with particles,
    2222 and 4444 are the desired generating face ID, and 3333 / 5555 are the particle type. (note: you'll have to convert from base-10 to hexadecimal)
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