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skin color #288458
09/06/09 16:54
09/06/09 16:54
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
Senior Member
molotov  Offline OP
Senior Member
M

Joined: Apr 2006
Posts: 329
Hey, In many current games you can change color of certain models (for example, cars or clothes). This is done by moving 3 sliders, the red/green/blue sliders. I was wondering if this is also possible in gamestudio en how should I code this. Thanks.

Re: Changing Skin Color [Re: molotov] #288511
09/06/09 22:40
09/06/09 22:40
Joined: Apr 2009
Posts: 27
Silicon Valley
D
Dillinger Offline
Newbie
Dillinger  Offline
Newbie
D

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:

Code:
// 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 :

Code:
// 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.
Re: Changing Skin Color [Re: Dillinger] #288537
09/07/09 07:33
09/07/09 07:33
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
Senior Member
molotov  Offline OP
Senior Member
M

Joined: Apr 2006
Posts: 329
Thanks Dillinger, I will try out both ways and tell you how it turns out.

Re: Changing Skin Color [Re: molotov] #288701
09/08/09 08:27
09/08/09 08:27
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
Senior Member
molotov  Offline OP
Senior Member
M

Joined: Apr 2006
Posts: 329
Thanks Dillinger, both ways work but the material method works the best.


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