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View Full Version : Special skins (for example "Glowskins")


nUllSkillZ
18th June 2006, 18:33
Hi,

while still looking for a possibility to visualize the flakjacket of a level 4 engineer I accidently created some kind of "glowskin":
http://www.nullskillz.de/et/mods/glowskins/glowskin_001.jpg

models/players/temperate/allied/engineer/body_engineer.skin:

md3_back, "models/players/temperate/allied/engineer/acc/backpack.md3"
md3_hat, "models/players/temperate/allied/helmet.md3"
md3_rank, "models/players/temperate/common/rank_helmet.md3"

l_legs, "models/players/temperate/allied/leg01.tga"
u_body, "models/players/temperate/allied/engineer/glowskin.tga"
u_rthand, "models/players/temperate/allied/engineer/body.tga"
u_lfthand, "models/players/temperate/allied/engineer/body.tga"


scripts/glowskins.shader:

models/players/temperate/allied/engineer/glowskin
{
//cull none
//implicitMap -
{
map models/players/temperate/allied/engineer/body.tga
blendfunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map textures/effects/adrenalinered.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
tcmod scroll 1 .1
}
}


As I don't know much about shader (same as for other things) I'm not sure if the shader could be simplified.
The "adrenalinered.tga" is used from the "Powerup Visualization"-mod (originally a Q3 texture).

Have fun.

Note:
Originally I wanted to create a skin as in the following tutorial:
Shaders: Glow/Pulse tutorial (http://dynamic.gamespy.com/~tabun/tutorial/tut_shader2.php3)
But it didn't work as I wanted.
That's where the lines of the first stage in the shader are from.

carnage
18th June 2006, 19:19
you should re map the entire players with only the enviromental pass thing so you get coloured semi trans players walking around like they are made of energy

nUllSkillZ
18th June 2006, 19:49
Would fit the Tron map.
:D

-bacon-
18th June 2006, 20:40
you should re map the entire players with only the enviromental pass thing so you get coloured semi trans players walking around like they are made of energy
It'd be much funnier if their heads were normal though :D

nUllSkillZ
21st June 2006, 20:34
Removing the first layer (the skin texture) of the shader gives a semi-transparent flickering skin:

models/players/temperate/allied/engineer/energie
{
{
map textures/effects/adrenalinered.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
tcmod scroll 1 .1
}
}


More to come

nUllSkillZ
4th July 2006, 06:59
Not sure because I can't test ATM (my Adobe Photoshop isn't working :( and I can't get a normalmap plugin for Gimp to work).
But I think it's possible to create bumpmapped skins this way.
Although this could cost muchj performance.

Jaquboss
4th July 2006, 10:12
you can use normal maps only for Q3MAP2 utility, ET itselfs doesn't support it
( though modifed Q3 engines like Xreal does it )

nUllSkillZ
4th July 2006, 10:42
OK thnx.

nUllSkillZ
5th July 2006, 13:17
A skin that fades from black to skin:
http://www.nullskillz.de/et/mods/fadeskins/fade_001.jpg
http://www.nullskillz.de/et/mods/fadeskins/fade_002.jpg

scripts/fadeskins.shader:

models/players/temperate/allied/engineer/fadeskin
{
{
map gfx/colors/ablack.tga
rgbGen const ( 0 0 0 ) // maybe: rgbGen lightingDiffuse
}
{
map models/players/temperate/allied/engineer/body.tga
blendfunc add
rgbGen wave triangle 1 3 1 0.05
}
}


models/players/temperate/allied/engineer/body_engineer.skin:

md3_back, "models/players/temperate/allied/engineer/acc/backpack.md3"
md3_hat, "models/players/temperate/allied/helmet.md3"
md3_rank, "models/players/temperate/common/rank_helmet.md3"

l_legs, "models/players/temperate/allied/leg01.tga"
u_body, "models/players/temperate/allied/engineer/fadeskin.tga"
u_rthand, "models/players/temperate/allied/engineer/body.tga"
u_lfthand, "models/players/temperate/allied/engineer/body.tga"