1 registered members (AndrewAMD),
1,014
guests, and 1
spider. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Changing Skin Color
[Re: molotov]
#288511
09/06/09 22:40
09/06/09 22:40
|
Joined: Apr 2009
Posts: 27 Silicon Valley
Dillinger
Newbie
|
Newbie
Joined: Apr 2009
Posts: 27
Silicon Valley
|
hmm, haven't worked with sliders yet. Here's a quickie using the keyboard to change the light values:
// SpriteColorChange.c
// Tutorials in Plain English by Dillinger 2009 :)
var sprite_Red, sprite_Green, sprite_Blue ;
PANEL* displayRGB =
{
digits ( 10, 20, "Red = %0.f", Arial#24b, 1, sprite_Red ) ;
digits ( 10, 40, "Green = %0.f", Arial#24b, 1, sprite_Green ) ;
digits ( 10, 60, "Blue = %0.f", Arial#24b, 1, sprite_Blue ) ;
flags = VISIBLE ;
}
void main ()
{
fps_max = 60 ;
level_load("") ;
ENTITY* my_Chameleon = ent_create ( "myImage.tga", vector( 200, 0, 0 ), NULL ) ;
my_Chameleon.flags = VISIBLE ;
set( my_Chameleon,LIGHT ) ; // Turn this on to tweak the Entity's Light values
while (1)
{
if ( key_q ) my_Chameleon.red++ ;
if ( key_a ) my_Chameleon.red-- ;
if ( key_w ) my_Chameleon.green++ ;
if ( key_s ) my_Chameleon.green-- ;
if ( key_e ) my_Chameleon.green++ ;
if ( key_d ) my_Chameleon.green-- ;
sprite_Red = my_Chameleon.red ; // Copy Entity Vars to Temp Vars for screen display
sprite_Green = my_Chameleon.green ;
sprite_Blue = my_Chameleon.blue ;
wait(1) ;
}
}
OR you can change the Materials :
// MaterialChange.c
// Tutorials in Plain English by Dillinger 2009 :)
#include <acknex.h>
#include <default.c>
var sprite_Red, sprite_Green, sprite_Blue ;
PANEL* displayRGB =
{
digits ( 10, 20, "Red = %0.f", Arial#24b, 1, sprite_Red ) ;
digits ( 10, 40, "Green = %0.f", Arial#24b, 1, sprite_Green ) ;
digits ( 10, 60, "Blue = %0.f", Arial#24b, 1, sprite_Blue ) ;
flags = VISIBLE ;
}
MATERIAL* cubeMat =
{
ambient_red = 125 ;
ambient_green = 125 ;
ambient_blue = 125 ;
diffuse_red = 0 ;
diffuse_green = 0 ;
diffuse_blue = 0 ;
specular_red = 0 ;
specular_green = 0 ;
specular_blue = 0 ;
emissive_red = 0 ;
emissive_green = 0 ;
emissive_blue = 0 ;
power = 50 ;
}
action update_Cube ()
{
my.material = cubeMat ; // set the cube's starting material color
while (1)
{
if ( key_q ) my.material.ambient_red++ ;
if ( key_a ) my.material.ambient_red-- ;
if ( key_w ) my.material.ambient_green++ ;
if ( key_s ) my.material.ambient_green-- ;
if ( key_e ) my.material.ambient_blue++ ;
if ( key_d ) my.material.ambient_blue-- ;
sprite_Red = my.material.ambient_red ; // Copy Entity Vars to Temp Vars for screen display
sprite_Green = my.material.ambient_green ;
sprite_Blue = my.material.ambient_blue ;
wait (1) ;
}
}
void main()
{
fps_max = 60 ;
level_load ( "" ) ; // Load an Empty Level
// Load and Draw the Model
ENTITY* my_Cube = ent_create ( "cube.mdl", vector( 20, 0, 0 ) , update_Cube ) ;
my_Cube.material = cubeMat ; // set the model's starting material color
}
Last edited by Dillinger; 09/06/09 22:43.
|
|
|
|