I REALLY BADLY want this. Originally I wanted to add a watch to my character's skin and then I realized I couldn't as whatever I did to one arm was done on both. I did end up with a design I like which I'm unlikely to change, but still.
Something else I'd like is the ability to add a tail to the character (I know it's very unlikely this will happen). The reason I'd like this is because my character's skin has a tail (because he's a fox), and there are quite a few animal skins out there. I think the ability to have a tail on your character would make those animal skins a lot better. Currently I think hats work fine as you can pretty easily add animal ears to your character; the only problem is they don't show through armor.
Another thing that would be nice is to be able to make your own custom capes.
I think there is not real point of this, just for anakin/luke skywalker skins LOL.
I don't wanna sound rude but you are ignorant about what you are talking about. There are lots of characters with different hands and legs and i bet anyone who supported this suggestion could throw in an example or two.
I think there is not real point of this, just for anakin/luke skywalker skins LOL.
There's a very big point. Maybe I want a watch on my characters skin. Maybe one pant leg is torn up. Maybe one arm is slightly burnt. Maybe one arm has a symbol on it. The list goes on.
There is another way to make the 64 x 64 work with 64 x 32, when the player log on, the client checks if the Skin is 64x32, example:
If it is 64x32 it starts normally;
If it is 64x64 it starts with another models designed to use the 64x64 skin;
The unique problem that may happen would be more time to proccess in servers, if the player is using 64x64 or using 64x32 (switching models and such, having a chance of getting error quite big).
NOTE: In servers, the server checks if the client is using a 64x64 or 64x32 skin, then load to that user a model configuration (if 64x32, the model will be the standard way, if 64x64 the model will be the independent way)
OBS: Considering the last ideas that I saw here of 64x64, PLEASE notify me if I though or understand wrong, thanks anyway. =)
A pixel with a certain rgb value could be used to determine the new skins, surely there would be one un-used pixel to work with
I've said this several times before, using a pixel as a flag is a bad idea when you apply it to the entire collection of skins known to exist. There is absolutely no guarantee that the pixel selected will be free - we have no idea what will be in it. All skins would need to be updated to account for this new check, and the defeats one of the main purposes of the other workarounds.
The only real problem I can see is how this would interact with armor, specifically, with leg armor. For those who've not noticed it, or are simply unaware, leg armor is saved as a separate file from the other three pieces, and actually even renders differently
There are no problems with the Armor files. Armor1 uses the same layout as Armor2, so applying the new format I suggested to both would work naturally.
Cons:
- just one... actually converting existing files over to the new format. But this could be handled with a different texture size (see below)
I got a solution for that...
When you put on your skin, you could have it set as "Basic" (The current format) or set it as "Advanced". If your idea was added as well as my B/A skins idea, your current skin will be set as basic. This would also benefit players who have trouble with skinning. They could make themselves a basic skin with less troubles. Just an idea for removing that con.
So, as I was working on my current skin project and grumbling about this very issue, I had an idea related to this thread that I thought I'd share with you guys. Basically, it's the refractoring you've already got, but with an extra bit: A second layer for the entire skin. By second layer, I'm referring to the Hat area, where that part of the skin texture is placed over the top of the base head and is raised up a little.
The easiest layout I came up with was a 64x64 set up:
i think this idea is problematic as it doesnt leave space to mods which could use that space
i think this idea is problematic as it doesnt leave space to mods which could use that space
Well, it certainly is wasting lots of space. But like someone mentioned before adding second layers for every other body part should be put up for a while, so i think 64x32 version in the OP is the best for the moment. Gonna advertise my suggestion for a bit, lol:
Metadata could be used to distinguish old version from a new one. Heck, it could be even used for the future skin refactorings. No need to track your old skins and new ones.
Skin uploader should be upgraded to check for skin version in metadata and automatically convert a skin if user tries to upload an obsolete one. If required, uploader will convert the skin for you.
Conversion process should be run on skin database. You won't even notice that you are playing with a new version of your skin.
Specific metadata could be used to make converter ignore skins for mods such as afformentioned More Player Models, so they would be uploaded without conversion. Mod-specific skins would need but a slight change to work.Or perhaps, it could be manually set before uploading. Well, with Mod API coming up, who knows how things will turn out.
The only drawback metadata has is the fact that you won't be able to use conventional image editors to make skin from scratch, though you might be able to edit a template/another skin.
Something else I'd like is the ability to add a tail to the character (I know it's very unlikely this will happen). The reason I'd like this is because my character's skin has a tail (because he's a fox), and there are quite a few animal skins out there. I think the ability to have a tail on your character would make those animal skins a lot better. Currently I think hats work fine as you can pretty easily add animal ears to your character; the only problem is they don't show through armor.
Another thing that would be nice is to be able to make your own custom capes.
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I don't wanna sound rude but you are ignorant about what you are talking about. There are lots of characters with different hands and legs and i bet anyone who supported this suggestion could throw in an example or two.
There's a very big point. Maybe I want a watch on my characters skin. Maybe one pant leg is torn up. Maybe one arm is slightly burnt. Maybe one arm has a symbol on it. The list goes on.
If it is 64x32 it starts normally;
If it is 64x64 it starts with another models designed to use the 64x64 skin;
The unique problem that may happen would be more time to proccess in servers, if the player is using 64x64 or using 64x32 (switching models and such, having a chance of getting error quite big).
NOTE: In servers, the server checks if the client is using a 64x64 or 64x32 skin, then load to that user a model configuration (if 64x32, the model will be the standard way, if 64x64 the model will be the independent way)
OBS: Considering the last ideas that I saw here of 64x64, PLEASE notify me if I though or understand wrong, thanks anyway. =)
I've said this several times before, using a pixel as a flag is a bad idea when you apply it to the entire collection of skins known to exist. There is absolutely no guarantee that the pixel selected will be free - we have no idea what will be in it. All skins would need to be updated to account for this new check, and the defeats one of the main purposes of the other workarounds.
There are no problems with the Armor files. Armor1 uses the same layout as Armor2, so applying the new format I suggested to both would work naturally.
I got a solution for that...
When you put on your skin, you could have it set as "Basic" (The current format) or set it as "Advanced". If your idea was added as well as my B/A skins idea, your current skin will be set as basic. This would also benefit players who have trouble with skinning. They could make themselves a basic skin with less troubles. Just an idea for removing that con.
This idea is full of win and should be supported.
i think this idea is problematic as it doesnt leave space to mods which could use that space
Success! ^^^^ This feature has now been added into Minecraft!
(Snapshot 14w03b)