New Skins for a Map?

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Captain Wilson

FNG / Fresh Meat
Jun 2, 2008
75
11
0
Question 1
Is there a way to have a team use custom skins for a new map you make? As in the map would automatically download the new skins for the clients and use those?

Question 2
If so, I'd like to do some skinning. I've done it for the HL1 engine but I'm sure it's a bit different here. Does anyone have any tutorials I can use? I don't need to change the geometry of the model - just the skin really. The tutorials thread in the 3d art page is empty :(
 

Shurek

FNG / Fresh Meat
May 21, 2006
857
13
0
www.darkesthourgame.com
The simple answer to #1, is yes that it's possible to make new skins using the current RO models and uniform texture packages. Just a few examples of that are all of the custom German skins currently used in your DH mod. Other examples include the Soviet telogreika uniforms for RO-Pavlov's House as created by EvilHobo and myself, as well as the German and Sov skins that EH created for Kriegstadt, not to mention the German skins from FlashPanHunter's Kolno map - coding by worluk I believe?

The complicated answer to #1 is that there is no way to embed the code and the skins with the map (in the MyLevel package) such that there aren't separate coding and texture packages to distribute. Sorry, separate player class mod files are a necessity for online play,otherwise the "zombie bug" is inevitable.

All I can say about #2, without writing a 10 page tutorial is that you almost always need to start with the original TWI textures as your base and then create multiple layers for various things like camouflage, dirt, wrinkles, alternate coloration, equipment, etc...masking off the original TWI parts you want to keep and then working your magic around that. Make sense?

Let me know if you need any help with the player class code :)