FortressOne / fte-config

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HD skins with top / bottom colour #63

Open drzel opened 3 years ago

drzel commented 3 years ago

[09:18] LD: Is there a way to add the high res to the mdl file? The editor I found doesn’t seem to support any replacement textures of higher quality than the original, maybe there’s a limitation in the mdl itself [09:19] Spoike: progs/player.mdl_1.png etc

[10:36] LD: The player.mdl_x.png worked @Spoike thanks. Unfortunately the hi-res skins are color based so its blue vs blue [11:03] Spoike: they're not in fte. [11:04] Spoike: you just need an player.mdl_x_lower.png, with the regular texture painted black in those areas. [11:05] Spoike: then the engine tints the _lower texture with the player colours before adding it to the untinted parts of the skin. [04:50] LD: you just need an player.mdl_x_lower.png, with the regular texture painted black in those areas.

[04:50] LD:

you just need an player.mdl_x_lower.png, with the regular texture painted black in those areas.

@Spoike - I still can't figure this out for some reason. Does anyone have a full example set (tintable upper/lower) of a player skin (base or otherwise) that I can use as a proof of concept for other skins? [04:52] Spoike: skincolour = basemap + (uppertintuppermap) + (lowertintlowermap) [04:56] Spoike: so draw a skin (ideally for the white team), select all the upper-coloured parts of the skin and move them to a different texture (leaving black), and then do it again for the lower-coloured parts of the skin. [04:58] Spoike: if your original skin wasn't for the white team then you'll need to rebalance the colours somewhat [04:59] Spoike: so someone on the white team ends up with them basically just being added together resulting in the same white-team skin [04:59] Spoike: but someone on the red team gets those pixels designated as coloured tinted red before getting added.

[05:27] LD: So I am interpreting this pretty poorly still, could be due to the base red soldier skin I'm using. Base soldier skin (player.mdl_3.png) with the area I'm trying to tint in white, followed by 2 of the upper area failed attempts (player.mdl_3_upper.png). [05:27] LD:

[05:31] Spoike: if the top part of that is your white player, then the middle is your base texture, with the bottom part being the upper or lower texture (depending on which of the two colour tints that area is meant to respond to). [05:32] Spoike: there should be some lasso tool thingie that'll select nearb pixels with some threshhold that should make it easy to select the relevant regions, which you can then cut+paste [05:34] Spoike: but this assumes that the original skin was tinted on a pixel basis, otherwise you end up with halos around the tinted areas...

drzel commented 3 years ago

_pants.png _shirt.png

are the suffixes I needed to use to get the masks to show.

drzel commented 3 years ago

blue_sol_shirt blue_sol_pants blue_sol Twi's skins.