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Author Topic: Customizing Player Models  (Read 3604 times)
Meisseli
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« Reply #30 on: April 21, 2011, 10:43:30 AM »

Hello pink bsuit I am blue granger nice to meet you!

Note: I realize that coloring entire models like this does not look very good. It is just temporary while people that understand shaders figure that part out.
Not bad. I hope that only some very minor bits can be customized though, for example those brownish, small little areas on the battlesuit skin.
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Lakitu7
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« Reply #31 on: April 21, 2011, 04:36:11 PM »

Yeah, more minor bits is pretty much the plan for most models I think, with the possible exception of the human base model since those are already clothes.

Ingar figured out how to do the shaders for partial, so now we're just making assets (i.e. figuring out which parts to color) and then this can happen I think.
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vcxzet


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« Reply #32 on: April 21, 2011, 05:07:35 PM »

Chosen color must determine hue not value. I'd hate to see black ninja grangers
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Dr. A. Goon


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They don't see me lurkin.


« Reply #33 on: April 21, 2011, 05:29:04 PM »

I'm happy that it might get implemented, and I would like a glowing purple granger if one is available.
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gimhael


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« Reply #34 on: April 21, 2011, 05:43:10 PM »

Chosen color must determine hue not value. I'd hate to see black ninja grangers

If the colored part is implemented with a second "rgbGen entity" stage, you'll probably have the colored parts always at fullbright intensity as you cannot specify rgbGen lightingDiffuse in the same stage.

You could do this correctly in a 3-stage shader: 1st stage renders the base texture with rgbGen identity, 2nd stage adds the colored parts with rgbGen entity and then do a final pass with $whiteimage and rgbGen lightingDiffuse to modulate the light intensity for everything.
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Lakitu7
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« Reply #35 on: April 21, 2011, 05:52:58 PM »

Chosen color must determine hue not value. I'd hate to see black ninja grangers

If the colored part is implemented with a second "rgbGen entity" stage, you'll probably have the colored parts always at fullbright intensity as you cannot specify rgbGen lightingDiffuse in the same stage.

You could do this correctly in a 3-stage shader: 1st stage renders the base texture with rgbGen identity, 2nd stage adds the colored parts with rgbGen entity and then do a final pass with $whiteimage and rgbGen lightingDiffuse to modulate the light intensity for everything.


Yeah both of those are the current plan.
« Last Edit: April 21, 2011, 05:55:59 PM by Lakitu7 » Logged
sirshiz


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« Reply #36 on: April 21, 2011, 07:31:54 PM »

I can't wait to make a bind that will cycle through all the colors over and over just to hypnotize the other team.
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Lakitu7
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« Reply #37 on: April 21, 2011, 07:50:07 PM »

Yes that is specifically prevented.
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sirshiz


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« Reply #38 on: April 21, 2011, 09:00:51 PM »

Yes that is specifically prevented.

Okay good I was worried about that.

How often could you change your color then?
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Lakitu7
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« Reply #39 on: April 21, 2011, 09:30:08 PM »

My current plan (haven't coded/tested it yet) is to only read your color preference when you're spawning / evolving.
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Cadynum

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« Reply #40 on: April 22, 2011, 12:58:40 AM »

I'm very skeptical to this. I have a feeling it will just look stupid.
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Spl@


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« Reply #41 on: April 22, 2011, 01:54:56 AM »

I'm very skeptical to this. I have a feeling it will just look stupid.
Agreed!
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Lakitu7
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« Reply #42 on: April 22, 2011, 02:02:28 AM »

I hate garish rainbow colors everywhere too. It'll be subtle.
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vcxzet


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« Reply #43 on: April 22, 2011, 07:19:39 AM »

I hate garish rainbow colors everywhere too. It'll be subtle.
you can go with another option; predefined skins, instead of colors
that would effectively limit the colors that can be used.
something used in q3a:
each model has a few different skins and each skin has a few color variations (but those are also considered skins)
cg_color is only used by railgun iirc
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KillerWhale
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« Reply #44 on: April 22, 2011, 04:27:49 PM »

something used in q3a:
each model has a few different skins and each skin has a few color variations (but those are also considered skins)
cg_color is only used by railgun iirc
Not quite true; Q3 also had bright skins (although I do not it was as so by default) that were colour-set by cvar.
Although, predefined textures could be a better way to do it, or even both.

Perhaps doing something like the Advanced Marauder's texture where the lightning is separate from the rest of the skin, but for all of the changeable assets.
Of course, I could just be very stupid.
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Kasofa


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« Reply #45 on: April 22, 2011, 04:50:25 PM »

Want want want. Great work, anyone who doesn't think so should just shut their mouth and stop their keyboard.

-K
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Plague Bringer


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« Reply #46 on: July 21, 2011, 03:32:31 AM »

Any progress on this? I just discovered this while creeping through Lakitu's posts and it's frigging brilliant.
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U R A Q T
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« Reply #47 on: July 21, 2011, 06:19:08 PM »

I think we should at least start with a female model for [/sex female] command.
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