Mapbased Playerskins


(ischbinz) #1

in january 2009 berzerkr of wolfmap.de asked to do a little playermodel for him -
he wanted to do a new mod - mapbased playerskins.
after he explained me the main problem - too much remapshaders needed for all models
my brain starts to work - but in this time i was not able to realize the whole stuff :frowning:

but i never forget the idea.
today i m able to do it -
so i did it - i think all problems are solved -
to change all playerskins you just need 1 remapshader for each team -
means 2 for all playerbased models (nah not all - the heads stay same)

you can change the skins for all maps - but you need to add 2 lines in the mapscript:

remapshader models/players/temperate/allied/all_models models/players/temperate/allied/allied_winter

remapshader models/players/temperate/axis/all_models.jpg models/players/temperate/axis/axis_winter.jpg

remapshaderflush

the skins in the pack are done by berzerkr and sgcarlo - you can see in the readme

the models are the orginal models - just the uvmaps are moved and scaled

the pk3 includes 6 mapscripts:
radar - summer skins
fueldump - winter skins
oasis - desert skins
goldrush - standard skins
railgun - winterskins
tiger_dump - summer skins (map is coming soon)

hope you like the idea - i tested it with et 2.6b and nq 1.2.3 up to 1.2.9
but it should work with all mods

what NOT work -
you cannot use other models than the included - because the uvcoordinates are wrong then,
means you cannot use other helmets or backpacksā€¦

i do not modify any other models than the contained -
i do not change/add any mapscripts
thats is your job :slight_smile:

enjoy it and post your comments here :slight_smile:

download it from www.wolfmap.de :

http://www.wolfmap.de/details.php?file_id=3642


(Berzerkr) #2

Finally, specific playerskins for each map are possible like itā€™s already standard in other games.


(Nail) #3

Thanks and +1 to all involved

finally, skins worth using


(acQu) #4

kewl :slight_smile:

Any server where i can play this ?


(UJERebel) #5

Nice work!! looks nice :slight_smile:


(KeMoN) #6

Finally! :slight_smile: Thanks ischbinz.
I was always searching for something like that!

tiger_dump - summer skins (map is coming soon)

Are there yet some screenshots of this map?


(nUllSkillZ) #7

Great news and good work.

Edit:

Excellent work.


(shagileo) #8

Awesome
Iā€™d like to give that a try for sure !


(Magic) #9

Wow - great work ischbinz :slight_smile:

Keep on planting those ideas Berzerkrā€¦


(ailmanki) #10

Excellent, thanks you a lot!


(Xterm1n8or) #11

Very cool! Great work! :cool:


(Bonghead) #12

Great idea and all, and nice you made it work, but my first thought is that itā€™s impossible for a lot of players to tell the difference between axis & allies. A lot of skinpacks have this issue. Maybe make Axis much darker/greyer?


(Magic) #13

All axis skins have trenchcoates.
Havent tested it on a crowdy server tho - as you say - they are a bit like - especially the winter skins.


(Berzerkr) #14

Feel free to use the pk3 ischbinz made as base for your own mod for your server with your own skinsets.
He only showed that itā€™s possible now to have specific skinsets for each map - the rest is up to you.
Also feel free to add armbands to the classes to make it easier for the players to differ the classes of each team.


(Pegazus) #15

Very nice work! You rock ischbinz. :slight_smile:


(ailmanki) #16

Tested it with, did not work flawlessly.
Somehow it looks for a shader in ā€œmodel/model/.*ā€ instead of ā€œmodel/ā€, though the path is defined everywhere correctlyā€¦ so that canā€™t be the issue I guess. Thought about adding a shader for that caseā€¦ lol.

Also you defined the textures as *.jpg , should be always tga.
With some work it should be easy todo now though ā€¦ unlike before where there had been lots of different shaders to be replaced.

Have to make some more tests, maybe related to other packs on the server :confused:


(ischbinz) #17

i have a look to the error - hope i find it :wink:

about the jpg - is there such a huge diffrence?
i used it because the size

btw i m working on a little improvement for nq :wink:


(ailmanki) #18

jpg is in my opinion ok.
Though - just to add - if you compare tga with jpg - once it is in the zip compressed - I think the size difference can be ignored.

What I meant is the shader definition. It should be always tga. (Well as jpg did workā€¦ I am wondering if that tga thing is so importantā€¦)

models/players/temperate/axis/axis_winter
{
ā€¦
{
map models/players/temperate/axis/axis_winter.tga
rgbGen lightingDiffuse
}
}

Wanted to make these playerskins long ago alreadyā€¦ ^^ ā€¦ now I havenā€™t so much time, have to reserve someā€¦


(mortis) #19

wow, nicely done.


(ischbinz) #20

i m working now on some improvements :slight_smile:
if you did some mapscripts and want to share them with others -
post them here plz - then i can add them into the next version