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picmip_all and color skins http://runequake.com/forums/viewtopic.php?f=9&t=510 |
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Author: | sputnikutah [ Tue Sep 07, 2004 12:27 am ] |
Post subject: | picmip_all and color skins |
ok trying to fix this... example type gl_nocolors 1 and then look at a player from a distance and walk up to them and away again.. smooth texture dither now gl_nocolor 0 and do the same.. the player skin is ugly blocky and not blended very well.... somehow the skin is added after the model is blended?? :/ |
Author: | Jozsef [ Sat Sep 11, 2004 3:17 pm ] |
Post subject: | |
this is becoz the colormap is added onto the texture seperately and won't go through the r_resampletexturelerpline() function. Long ago I had tried to do something with it, but it doesn't work. One should use multiple skinned player.mdl instead imho, that colormap thingie is outdated and looks ugly for me... |
Author: | sputnikutah [ Sat Sep 11, 2004 10:30 pm ] |
Post subject: | oh yeah |
true, in CTF i created new skins for red and blue teams, named it player_1 and player_3 in png format.. looks cool and clean.. what i was trying to add reciently to JQ was somehow getting the team color and using a corrisponding texture as the color. like if I type color 4 and gl_teamskin 1 then it would load up a red skin in 24bit color. This would be good cause pub servers dont use custom skins, just skin0 :O i was gonna modify loadaliastexture and create an array of 16 texture and call them somewhere down the line, maybe in drawaliasmodel but so far i havent implemented just reading alot of code.... |
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