Hello Everyone,
I haven't seen any related things posted anywhere, so I thought I would unveil what I have learned so far about the genetic code in CK.
It's a 14-digit sequence that each character has that determines what it looks like. It is broken down so that each set of 2 digits controls one of the 7 elements that make up a character portrait.
Now, I have figured out the order, and to some extent what numbers = what portrait. An example sequence using letters, you have AABBCCDDEEFFGG
It is broken down as follows:
AA - The Head Shape (10 possible)
BB - The Eyes (10 possible)
CC - The Nose (10 possible)
DD - The Mouth (10 possible for women, 14 possible for men)
EE - The Hair (13 possible for women, 16 possible for men)
FF - The Ears (10 possible)
GG - The Clothes (11 possible for women, 16 possible for men)
Now, as far as I have been able to tell, what type of, say, Head you get, is determined by counting from left to right through the different Heads in the testface_heads.bmp (or testface_fem_heads.bmp for women) file in the /gfx/portraits directory, with the first head starting as 0. You count through as many times as the two digit number requires, reaching the end of the vailable heads and then returning to the left of the bmp file (in the case of ones where there are 10 possible, the first head will be 0, 10, 20, etc. and so on... for the ones with available components that are more or less than 10 in number, well, count to say 16 for the male clothes, and then returning to the left would make it 16, then 32, then 48, etc.)
I believe[/i/] that I am correct in this, at least for the portrait element files that have 10 possible selections. The system may be different for the others, so if anyone has a better theory let me know. Also, there are separate files for men and women of 'dark' ancestry, probably the arabs, mongols, turks, etc, which I believe are used only when your culture is set to one of the 'dark' cultures, or perhaps when your religion is muslim, although I have not tested this.
Perhaps when I have more time I will compile a graphic tutorial that will blow up the individual components and assign numbers to them, so people won't have to root through their portrait component files to see what shape of mouth or ears a certain number will get (trust me, it is hard to tell what the mouths and sometimes the eyes look like when they are just disembodied bits of a person on a horrid lime-green background).
And once again, anyone who has questions, or even better something to ad or a bone to pick with my theories, please feel free, in the spirit of free scientific enquiry, to do so.
-ElimGarak, Professor of CK Genetics, University of Paradox
I haven't seen any related things posted anywhere, so I thought I would unveil what I have learned so far about the genetic code in CK.
It's a 14-digit sequence that each character has that determines what it looks like. It is broken down so that each set of 2 digits controls one of the 7 elements that make up a character portrait.
Now, I have figured out the order, and to some extent what numbers = what portrait. An example sequence using letters, you have AABBCCDDEEFFGG
It is broken down as follows:
AA - The Head Shape (10 possible)
BB - The Eyes (10 possible)
CC - The Nose (10 possible)
DD - The Mouth (10 possible for women, 14 possible for men)
EE - The Hair (13 possible for women, 16 possible for men)
FF - The Ears (10 possible)
GG - The Clothes (11 possible for women, 16 possible for men)
Now, as far as I have been able to tell, what type of, say, Head you get, is determined by counting from left to right through the different Heads in the testface_heads.bmp (or testface_fem_heads.bmp for women) file in the /gfx/portraits directory, with the first head starting as 0. You count through as many times as the two digit number requires, reaching the end of the vailable heads and then returning to the left of the bmp file (in the case of ones where there are 10 possible, the first head will be 0, 10, 20, etc. and so on... for the ones with available components that are more or less than 10 in number, well, count to say 16 for the male clothes, and then returning to the left would make it 16, then 32, then 48, etc.)
I believe[/i/] that I am correct in this, at least for the portrait element files that have 10 possible selections. The system may be different for the others, so if anyone has a better theory let me know. Also, there are separate files for men and women of 'dark' ancestry, probably the arabs, mongols, turks, etc, which I believe are used only when your culture is set to one of the 'dark' cultures, or perhaps when your religion is muslim, although I have not tested this.
Perhaps when I have more time I will compile a graphic tutorial that will blow up the individual components and assign numbers to them, so people won't have to root through their portrait component files to see what shape of mouth or ears a certain number will get (trust me, it is hard to tell what the mouths and sometimes the eyes look like when they are just disembodied bits of a person on a horrid lime-green background).
And once again, anyone who has questions, or even better something to ad or a bone to pick with my theories, please feel free, in the spirit of free scientific enquiry, to do so.
-ElimGarak, Professor of CK Genetics, University of Paradox