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Primevil's Player model - Now with colors!

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  • Primevil's Player model - Now with colors!

    I recently downloaded and setup Primevil's player skin for Darkplaces. It irked me that it didn't have colors, so I looked at DP_GFX_EXTERNALTEXTURES and got what i needed to make the colors work (i didn't use .tga, since I couldn't figure out how to get them to work with Darkplaces). With LordHavoc's help, I got it working using GIMP-2.2.

    I'm not sure if these will work in Qrack or any other non-DP engine, I couldn't get it working in Qrack. Here are player.mdl_0.png, player.mdl_0_shirt.png, and player.mdl_0_pants.png (just re-name the files and put them in c:\quake\id1\progs(for DP)):








    Heres how I did it: I fuzzy selected only the shirt parts (it took awhile for me to get fuzzy select working the right way) and then inverted the selection, which selected the whole rest of the player model. I made the whole selection black, so only the shirt areas showed. I then re-inverted the selection, and made the shirt areas grayscale. I saved it as player.mdl_0_shirt.png and tweaked with the brightness/contrast a little as the colors were too dark in Quake.

    I did the exact thing for player.mdl_0_pants.png, except I selected the pants areas instead.

    enjoy em!

  • #2
    I made a change to the player's face so it looked more lifelike. Again, we're using PrimeviL's work where I took the gibbed player head texture and copied it over to the player texture. Looks better imo. Here's what the player model looks like in our favourite colours



    You can download my version of the player texture here:



    Most of the credit goes to PrimeviL of course. Monster did more work than me as well.

    --

    To me, this is great work accomplished by Monster since I really wanted to use a nice player skin that stuck with the original look. PrimeviL came out with this brilliant skin but it did not support dynamic shirt/pant colours. It was static. That sucks in netquake when you want to tell who is who. This rocks!

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    • #3
      In Qrack with cl_teamskin 1, each skin# is assigned to your color. Ie, color 12 uses player_12.png, (and I hope your player_12.png is yellow), also u can use player_12_luma.png and have glow in the dark tron like shirts too but thats anti NetQauke
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #4
        I have this working now in the new version of Qrack.

        Using only 3 textures
        player_#.png
        player_#_pants.png
        player_#_shirt.png

        # is the skin, so u can in theory have 16 different skin sets.

        Though, most mods only use skin 0.
        I also have this feature working while taking surrounding light levels into consideration, meaning team colors dont glow in the dark!

        Pros: saves texture memory, uses standard player model.
        Cons: costs 2 extra passes to draw, overlaps cellshading, ignores vertexlights.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #5
          are you still working on the md3 ranger with it?


          PLAY QUAKE DODGEBALL!

          http://www.moddb.com/mods/quake-dodgeball

          Trickle's VWeps

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          • #6
            I stepped back, a half version to fix a bug. I'll have to port this method to md3 skins also.

            Along the same lines, adding "pain" skins would be trivial. But this is kinda "giving" in games, as it would show you their health.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              i got bored at office so i made bump map and normal map with gloss for this skin you may use both normal maping and bump maping texture or choose one to use. I cant give sceenies atm since im still at work haha This should make this skin looks doomish

              http://www.megaupload.com/pl/?d=0EADZWA9

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