Special skins (for example "Glowskins")


(nUllSkillZ) #1

Hi,

while still looking for a possibility to visualize the flakjacket of a level 4 engineer I accidently created some kind of “glowskin”:

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
But it didn’t work as I wanted.
That’s where the lines of the first stage in the shader are from.


(carnage) #2

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) #3

Would fit the Tron map.
:smiley:


(Shanks) #4

It’d be much funnier if their heads were normal though :smiley:


(nUllSkillZ) #5

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) #6

Not sure because I can’t test ATM (my Adobe Photoshop isn’t working :frowning: 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) #7

you can use normal maps only for Q3MAP2 utility, ET itselfs doesn’t support it
( though modifed Q3 engines like Xreal does it )


(nUllSkillZ) #8

OK thnx.


(nUllSkillZ) #9

A skin that fades from black to skin:

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"