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rashtrakut

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Thought they would be under history---> Character

but most of them do not seem to have it in there. They do have the traits date of birth, death etc but no numbers (unless that only gets added to the save game and is that hidden for the demo?)

Though I would have thought DNA would be there
 

DreadLindwyrm

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Only key individuals get DNA scripted in the initial files. Everyone else gets it defined by the game on initial load, and stored in the save.
Regnal Numbers are related to titles, and will be generated as the game goes on.

Birth and Death dates, as well as other historical events only matter if the game is started after the given date.
 

rashtrakut

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That is interesting, Rome did something similar though I am not sure anyone was defined


So does the game algorithmically just churn out the potrait for people based off their parents? I ask because the characters look the same all on every load, so it is not random.
 

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So does the game algorithmically just churn out the potrait for people based off their parents? I ask because the characters look the same all on every load, so it is not random.
At least some people are defined with DNA. For example, from norman.txt:

Code:
140 = {
	name="William"
	# AKA: William 'the Conqueror'
	dynasty=752
	dna="medjejoeacc" 
	properties="ae00e0"
	martial=7
	diplomacy=7
	intrigue=10
	stewardship=6
	religion="catholic"
	culture="norman"
	add_trait="ambitious"
	add_trait="diligent"
	add_trait="just"
	add_trait="proud"
	add_trait="cynical"
	add_trait="brave"
...

With some effort and a lot of quitting and restarting, we could probably work out how DNA (and, intriguingly, 'properties') encode right now.
 

rashtrakut

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Yeah I did a search for DNA and found like 3 files that mentioned them. It is pretty cool that they adjust how everybody looks, but makes plastic surgery on any character hard.
 

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Yeah I did a search for DNA and found like 3 files that mentioned them. It is pretty cool that they adjust how everybody looks, but makes plastic surgery on any character hard.
Curious though that most people don't have it, given that appearances do seem to be consistent across games. Perhaps it generates their appearances from the same random seed every time...though...hm. I'm not certain how satisfying an explanation I find that.
 

DemonScientist

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DNA and Properties work similarly to how they did in CK1. Look in the gfx\characters\ for the .dds graphics files, and in interface\ for the files portraits.txt and portrait_properties.txt. In portraits.txt you will be able to figure out whether a particular feature is dependent on DNA or a Property (d3 = DNA, 4th character (all the lists are zero-based)). The tricky thing is, however, at least from what I've discovered, DNA and Properties can either be 0 or a letter, a=1 and so forth, but the portrait pieces are chosen as a 0-based list that can loop around to the beginning, and 0 seems to just pull one at random.

This was all pulled from memory after a long drive and a couple beers; I plan on posting a more in-depth guide to this and to Coats of Arms at a later date when I have the actual info in front of me.
 

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Thanks, Demon - I was looking for the properties.txt in the gfx folder, rather than interface. Looks like it'll be relatively easy to decode with this, fortunately.

On another note: man, what the hell is up with background #20.
 

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So. Interesting. There are 11 codons, but 2 of them don't actually appear to code for anything - index 5 (that is, the 6th codon) seems to have once been intended to code for a 'head' variable which was ditched. Index 10 (the last codon) doesn't seem to have anything linked to it at all. Maybe it's used to signify graphics set? Western vs. Muslim?

edit: No, I don't think it can be used to hold graphics set...there's wild variation in index 10 for the predefined characters. a, b, c, g, i, k, l, and p are all used, and all for western characters. Anyone have an idea what it might be?

The others are as below:
Index - Signifier
0 - Neck
1 - Chin
2 - Mouth
3 - Nose
4 - Cheeks
5 - Nothing?
6 - Eyes
7 - Ear
8 - Hair color
9 - Eye color
10 - Nothing?
 

Brent15

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My testing has yielded similar but slightly different results:

1-Neck
2-Actual cheeks and lower jaw
3-Mouth
4-Nose
5-Cheek bones
6-Unkown
7-brow
8-ear
9-hair and eye color
10-Unknown
11-Unknown
 
Last edited:

Brent15

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The first value does indeed adjust the neck. However, I went through the alphabetical values for the tenth position and didn't seen any change in eye color. In fact, by now I have charted almost all values for the DNA, I have about six more reloads to complete.
 

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There are only 2 characters with DNA in demo, but more of them (3, with Robert Guiscard) who have properties...

I thought I would change the portrait of Boleslaw the Bold in demo already, but it looks like I need to wait for full version.
 

unmerged(30939)

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Not sure if its useful to anyone but I made a little program that let's you view character portraits outside the game. At least, that's the final plan. Its very basic now and I wasn't going to put it online until I'd done a bit more to it, but it might be useful. It only views the western males for now.

Just put it in your main demo folder, where the demo executable file is and it should work. Needs latest .NET distributable.

I do plan to make a proper post for it eventually but I'm pretty busy this weekend. I'm afraid I can't really help on the whole DNA/Properties thing. I was going to have a look at that once I get the full game.
ck2pp.jpg


Download Here : http://dl.dropbox.com/u/1867105/CK2%20Portrait%20Painter.exe
 

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I was hoping someone would come out with a portrait generator like we had for CKI. :)
 

Tsar Monarchist

Self-proclaimed ruler of Slavs
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Looks great, it will be useful.

Now I can only wish for some DNA generator for created/edited characters :)

EDIT: There's just a lack of hair colour, would be better if implement it. AFAIK it depends on culture, right?
 

Brent15

King of Great Britain
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Certain hair/eye combos are limited by culture. Apparently, this means no dark haired brown eyed Germans.
 
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