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several skins for parts on model (layers) #319363
04/14/10 14:55
04/14/10 14:55
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline OP
User
Carlos3DGS  Offline OP
User

Joined: Oct 2008
Posts: 513
Is this possible?
I want character customization in my game and would like to have several textures for different parts of my models (some of them overlapping with transparencies).

For example:
-one set of main skins (furry, scales, smooth, etc...) This texture should be applied to the whole model (this part is easy, just swapping skins, no big problem)
-a second set of skins that just gets applied over the previos one that will have many transparent areas (stripes, dots, etc...) the previos skin must still be visible between the stripes or dots.
-a third set of skins applied over everything to choose the colour. This set of skins will be partialy translucent so it will change the general colour but you can still see the skins underneath
-a fourth set of skins that is only aplied to the face of the model to choose between different faces for the character (this set of skins is mostly transparent and only has the faces drawn (lips nose, ears ,etc...) but it is mostly transparent so inbetween the nose and mouth you can still see the skin of the head (fur, scales, smooth+ stripes, dots, etc...)
-and a fifth set of skin textures for the eyes that only has the eyes drawn. This will choose the eye colour.



Is something like this possible with gs?
My first solution I thought of was making prefabricated skins in photoshop for every possible combination, but this seems like a sloppy aproach and results with an insane number of skins for each model.
(number of options for each part)^(customizable parts)= OMG!
example:
10 basic skin types (scales, hair, fur, smooth, wrinkles, etc...)
10 details (stripes, dots, etc...)
10 skin colours
10 face types
10 eyes
this would mean a total number of skins = 10*10*10*10*10 = 10^5 = 100000 skins for a player model!

If I could apply skins over eachother with code it would mean only (number of options for each part)*(number of customizable parts) = 10*5 = 50 skins combined in layers for a player model.

I would much rather have 50 skins using code than prefabricate all the diferent combinations and end up with 100000 skins to get the same result!

Is this possible? Any ideas or hints?


"The more you know, the more you realize how little you know..."

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Re: several skins for parts on model (layers) [Re: Carlos3DGS] #319389
04/14/10 17:43
04/14/10 17:43
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I think its mostly possible but I am not sure how, and dont have any examples.

I look forward to more informed answers to this post...

But this is how I envision it working.

-one set of main skins (furry, scales, smooth, etc...) Use the ent_setskin to apply this skin. (FYI ent_setskin is broken in 7.82.2)
-a second set of skins that just gets applied over the previos one that will have many transparent areas (stripes, dots, etc...) Use ent_decal
-a third set of skins applied over everything to choose the colour. Use the entity.red/green/blue properties to 'tweak' the color. Or a shader
-a fourth set of skins that is only aplied to the face of the model to choose between different faces for the character Use ent_decal again
-and a fifth set of skin textures for the eyes that only has the eyes drawn. This will choose the eye colour. Use ent_decal again.


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