Here, the title is confusing, but let me explain.
So, for a game, I’m working on using the game itself for modding instead of having people download source code, as I don’t want a possibility of easily making hacked clients.
For the actual sprites of the modded items, I decided to use the imageloader extension to do that. Then I just set the texture and we’re good, right? Wrong.
I’ve already talked about this problem in a previous post, but the problem with that is whenever I try changing an instance of that object’s sole texture without changing any of the others, it changes all of them, as they’re using the same texture.
I’ve thought of 2 solutions for this:
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Separate texture for each instance
Biggest problem with this though is that this might take up some ram space, causing it to slow down. -
Change the texture to a full “atlas” of all the different pictures the instances will use, and changing the sprite images normally, as if they were in the game files when built.
This would be what I do, but this would require somehow taking an external image (and possible atlas file) and somehow trying to turn that into a texture file.
Does anyone know any ways I can manipulate texture files to do this? Or what the information in a texture file means? Or alternatives I can use that could maybe use tilesources and how to manipulate those? Thanks.