move mime skin/portrait from boomshire to decoration folder

This makes it available for multiple rounds.
shapetextures^2
Maikel de Vries 2016-01-16 13:24:45 +01:00
parent 01503cdfdd
commit aa152bf899
9 changed files with 46 additions and 52 deletions

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@ -11,4 +11,8 @@ GraphicsPortraitMaleBrownHair.png, MaleBrownHair.jpg,
GraphicsPortraitMaleDarkHair.png, MaleDarkHair.jpg,
GraphicsPortraitSage.png, Sage.jpg,
GraphicsPortraitYoungster.png, Youngster.jpg,
GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg
GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg
The following graphics are created by Clonkonaut and are licensed under CC-BY 3.0 (http://creativecommons.org/licenses/by/3.0/):
GraphicsPortraitMime.png, Mime.png, MimeOverlay.png

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@ -0,0 +1,39 @@
material Clonk_Mime
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 3.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit Overlay
{
texture MimeOverlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit Clonk
{
texture Mime.png
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
texture_unit Light
{
// apply lighting
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}

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@ -34,6 +34,7 @@ global func SetAlternativeSkin(string skin_name)
["MaleBlackHair", 0, 0x4040ff],
["MaleBrownHair", 0, 0x2020ff],
["MaleDarkHair", 0, 0x406d99],
["Mime", 2, 0xffffff],
["Sage", 0, 0x813100],
["Youngster", 0, 0xba8e37],
["YoungsterBlond", 0, 0x151366]

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@ -284,43 +284,3 @@ material CrashedAirplane
}
}
}
material clonkMime
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 3.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit Overlay
{
texture clonkMimeOverlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit Clonk
{
texture clonkMime.png
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
texture_unit Light
{
// apply lighting
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}

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@ -1,7 +0,0 @@
[DefCore]
id=DialogueBoomshire
Version=7,0
Category=C4D_StaticBack
Picture=0,0,64,64
Width=1
Height=1

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@ -19,12 +19,9 @@ private func Initialize()
var concierge = CreateObjectAbove(Clonk, 70, 1030, NO_OWNER);
concierge->SetDir(DIR_Left);
concierge->SetSkin(2);
concierge->SetMeshMaterial("clonkMime");
concierge->SetColor(0xffffff);
concierge->SetAlternativeSkin("Mime");
concierge->SetObjectLayer(concierge);
concierge->SetName("$NameConcierge$");
concierge->SetPortrait({ Source = DialogueBoomshire });
concierge->SetDialogue("Concierge");
concierge->Sound("Circus", false, nil, nil, +1, 100);
Dialogue->FindByTarget(concierge)->AddAttention();