Greetings all!
We have a project that involves several character models (created in Maya) that use the same geometry and animations but multiple textures (i.e. same character wearing different clothes). We would ideally like to handle these in the fashion of a ‘palette swap:’ We’d load the same .egg file, but specify that the egg should use alternate textures instead of the default ones.
Normally, we’d use egg-optchar to flag the sections of the model with unique textures and then do a tree-traversal texture swap, but we’ve run into a pipeline issue: since we’re using egg-palettize, our texture source file names will change after they run through the palettization. So ideally, we’d like to kill two birds with one stone by somehow encoding all the textures that the model could be using (i.e. all of its palette swaps) into its egg file in a way that the show code could easily select between them. I’m afraid I don’t know of a method to do this encoding using maya2egg, however.
Does anyone have any suggestions as to how to accomplish this palette-swapping goal? I feel like we could do something clever involving multitexturing, where each texture we’d use is in a stage and we then only display one stage at a time. But that sounds like it’s not the right way to do this, since my understanding of texture stages is that they’re meant to reflect the texture-stage features of the graphics card itself. Is there a better option?
Thank you for your time!
Take care,
Mark