Expose composite character textures

Here’s the background: I want to walk through other players. To do that, I have created fake characters that have no humanoid (because humanoids are hard-coded to remain collidable [and yes, I did try a RenderStepped loop]), but these fake characters only have hats, face, and body colors. I want them to have clothes.

Because the meshes in packages and the default meshes already have the proper UV map to line up with the composite character texture, the implementation appears to be no more complex than applying a decal (so that body colors are not transparent, as opposed to Mesh.TextureId) with the texture into each body part (which has a SpecialMesh with the appropriate mesh in it). The trouble is, we can’t use the texture that is created for each character.

This blog post talks about composite character textures: Home - Roblox

UPDATE: clonetrooper has confirmed that the composite character textures are created on the server and stored, so the fix would be as simple as exposing them in a way that lets roblox games use them: currently they cannot be used because rbxcdn links are not allowed ingame.

Please do one of the following:
Save the composite character texture in a place that can be used ingame
-or-
Create an URL that hotlinks to the composite character texture

Preferrably, the URL would be one where the user ID of the character can be appended and get the texture.

I chose this method of fix because it is the one that (seems to) require the least amount of ugly hacks to get things to work, and therefore has a higher chance of being added.

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Or they could add Humanoid.CollidesWithOtherHumanoids which would be much more useful imo

  1. that’s not this request
  2. that’s bad and you should feel bad. Allowing the default parts to be CanCollide=false would be far better.

Would that not solve your problem? I thought the problem is that humanoids are colliding with other humanoids? Do you want composite character textures for something else?

He’s saying that we shouldn’t add a new property to toggle humanoid collisions when we should just be able to toggle off their limbs’ cancollide property in the first place. ROBLOX deals with collision via CanCollide collisions of the HRP though. If you turned that off you’d be able to walk through walls. Well, I guess you could turn it off server-side and with FE turn it on again and you’d be all set without ROBLOX having to re-work anything. Would be nice if we could turn off collisions – I remember Osyris especially was having problems of this with his animation that bent the torso up and down based on which direction you were looking.

Here’s where the fun begins. Set CanCollide=False on your HRP and walk through something :wink:

Also, copy your character, paste it into studio, remove the HRP, and turn CanCollide of the arms to false.

"Also, copy your character, paste it into studio, remove the HRP, and turn CanCollide of the arms to false. "

Halp

External Media

Anyway, to make a long, boring, and frustrating story short, I predict that its about 20 times as likely to get this than it is to get humanoids that are less jank.

This is not the right solution at all. It would involve creating composite textures for every combination of assets a user is wearing, which would be fairly costly.

Composite character textures are already created, Seranok. There’s more info on them in the blog post I talked about. I’m asking to be able to get them as something I can insert into a Decal. I’m getting the same kind of feeling when people said “eww no don’t return the normal of the surface the ray hit, it will make raycasting so much more laggy!”

Oh, I thought you meant a URL which would return a composite character texture from the web. You mean a content which points to the local composite texture.

Regardless, I still think this isn’t a solution. If there is no humanoid, is there still a composite texture created for the model? The blog article doesn’t say. The proper solution is to either reduce the limitations of humanoids or make it possible to render appearances without needing a humanoid.

Well, to be honest, I’m open to any kind of implementation that, for a given humanoid or player, gets me a string that, when I put it on a decal, will display the composite character texture in the normal way decals display images. I had thought of the web URL because it’s typical for image loading, but if the above condition is met, then I really don’t care where it comes from (but also, in order to make character thumbnails, they have to make a composite character texture [afaik], so it could be as simple as saving that texture to a location that has a URL that can have a user ID appended to it to g et the texture.

As for the creation of them, these composite character textures are ones that are already used because I’m trying to make a character that looks exactly like a player in the game, but without a humanoid. The texture would have already been created because it is needed to texture the character when it is in the lobby.

so, to clarify, I don’t want to make any new ones (they’re made automatically when a humanoid and a shirt or pants combine), I want to use ones that were created already for the characters of every player.

Clonetrooper has revealed some valuable information (this also applies to what you said, Stravant): composite character textures are already created and saved online. They are currently only accessible through a server that gets a request from a game and returns the texture URL for the image (which doesn’t work in-game because it’s an rbxcdn URL). See the OP for more information.