User panel stuff on forum
  17 posts on 1 page  1
Client Talk
2007-09-25, 21:02
Member
344 posts

Registered:
Apr 2007
is it at all possible to make all 24-bit skin combinations of the original player model so that they can correspond with the 8-bit skins that you see other players wear? like if a guy on the server had a green top with a blue bottom it would show the 24-bit version? does anyone know what I mean? then it would be also neat if it still showed custom skins players had.
2007-09-25, 21:04
Member
344 posts

Registered:
Apr 2007
this would be mad sweet for ezquake. =]
2007-09-25, 21:18
Member
1026 posts

Registered:
Feb 2006
AFAIK it's planned for future versions, yes
god damn hippies >_<
2007-09-25, 21:30
Member
950 posts

Registered:
Apr 2006
Custom is already possible afaik
2007-09-25, 22:20
Member
344 posts

Registered:
Apr 2007
no, I know that custom ones exist. I just mean the fact that on ezquake, you have to choose just one type of enemy skin. I mean after the 24-bit corresponding skins are made, you can still see custom 8-bit skins players have anyways and download them still..OR servers can even upload custom 24-bit skins for those who have that special client! =oD
2007-09-25, 22:36
Member
950 posts

Registered:
Apr 2006
Ok, let me rephrase, 24bit custom skins has been added to alpha build recently
2007-09-25, 22:51
Member
626 posts

Registered:
Jan 2006
deurk is always right.
2007-09-25, 22:56
Member
950 posts

Registered:
Apr 2006
:/
Am I mistaking?
2007-09-25, 23:52
Member
357 posts

Registered:
Mar 2006
Currently my netQuake engine can represent teamcolors as player_#.tga the # is their pants (team) color, where-as their shirt is player_#_luma.tga
I'm sure the ezQuake team could use a scheme similar. Luma textures are simple multitexture overlays and the existing player "skin" is visible undernearth.
The only downside of this for netquake is that luma skins glow in the dark, so i currently have it disabled, as netquakers dont like fullbrightskins, yet in quakeworld i'm sure it would look cool...

http://www.quakeone.com/qrack/qrack040.jpg


void CL_ParseUpdate (int bits)

....

#ifdef GLQUAKE
skin = (bits & U_SKIN) ? MSG_ReadByte() : ent->baseline.skin;

if ((cl_teamskin.value) && (num > 0 && num <= cl.maxclients) && (ent->modelindex == cl_modelindex[mi_player]))
{
int idx;
idx = (num - 1);
ent->skinnum = ((cl.scores[idx].colors & 15) << 4)/16; //<--------------------pant color
ent->lumaskinnum = (cl.scores[idx].colors & 0xf0)/16; //<--------------------Shirt color
}
else
{
if (skin != ent->skinnum)
{
ent->skinnum = skin;
if (num > 0 && num <= cl.maxclients)
R_TranslatePlayerSkin (num - 1);
}
}
2007-09-26, 00:20
Member
344 posts

Registered:
Apr 2007
thats pretty sweet, I can't wait for your new release btw =oD
2007-09-26, 07:12
Member
60 posts

Registered:
May 2006
Personally i think Lord Havocs got the right method for shirt pants colours
http://www.quakeone.com/forums/showthread.php?t=2682

Not to sure from the description if SputnikUtah's is simliar
2007-09-26, 07:29
Member
357 posts

Registered:
Mar 2006
Well basically, the actual media is similar, except u need a file for each color. ( I suppose it could be internally colored by the engine) and the naming scheme is different.
NetQuake is a bit odd how it deals with skins. I had to create a custom player model, with 12 skin slots. Each 24bit skin in this case is a different color. But in reality you could have 12 24bit skins of anything from spiderman to hulk, captian picard etc.. this was partly the way i was going with it, support for 24bit multiskin and/or 12 basic colors, dynamically chosen based on the player's team color.
2007-09-27, 12:13
Member
75 posts

Registered:
May 2006
Plagued MonkeyRat wrote:
Personally i think Lord Havocs got the right method for shirt pants colours
http://www.quakeone.com/forums/showthread.php?t=2682

Not to sure from the description if SputnikUtah's is simliar

I agree, this probably the best way to do it, instead of having a billion different skins.
2007-09-27, 22:02
Member
357 posts

Registered:
Mar 2006
true if u did the luma side of life, u only need 2 files --1 pant 1 shirt, grey pallete.
2007-09-27, 23:43
Member
60 posts

Registered:
May 2006
the thing with ezquake it already has r_enemyskincolor, r_teamskincolor, r_skincolormode with rgb values, so if you combine it with a greyscale shirt and pants texture as above it would be sex.
2007-11-25, 04:23
Member
344 posts

Registered:
Apr 2007
is there anyway someone can just finish every single 24-bit pants and shirt color combination so it all can correspond with the old ones completely? I also think it would be cool if at the same time this would be enabled, whoever still has a goofy custom 8-bit skin will have it shown to others and it would of course upload from a server still. hopefully we can get to a point where servers can even upload custom 24-bits skins people make!
2007-11-26, 20:44
Member
357 posts

Registered:
Mar 2006
RE-reading this thread, I have started working on updating my cl_teamskin scheme, using 3 basic texture per .skin (base/shirt/pants).
This way, if there are texture artists left in this world, it can have team skins of different types, and colors. Team Fortress is the first thing that pops into my mind...

Trickle, if 24bit skins are uploaded then it should only be 3 basic files per skin, instead of 196 combinations, which would greatly reduce file transfer times.
  17 posts on 1 page  1