add NPC skins YoungsterBlond and MaleDarkHair

shapetextures
Maikel de Vries 2016-01-11 18:39:24 +01:00
parent e1e1380659
commit c8d1cb9a1c
8 changed files with 98 additions and 4 deletions

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@ -2,11 +2,13 @@ The following graphics are created by Marky and are licensed under CC-BY 3.0 (ht
GraphicsPortraitBeggar.png, Beggar.jpg,
GraphicsPortraitCarpenter.png, Carpenter.jpg,
GraphicsPortraitDarkSkinned.png, DarkSkinned.jpg
GraphicsPortraitDarkSkinned.png, DarkSkinned.jpg,
GraphicsPortraitDoctor.png, Doctor.jpg,
GraphicsPortraitGuard.png, Guard.jpg,
GraphicsPortraitLeather.png, Leather.jpg,
GraphicsPortraitMaleBlackHair.png, MaleBlackHair.jpg,
GraphicsPortraitMaleBrownHair.png, MaleBrownHair.jpg,
GraphicsPortraitSage.png, Sage.jpg
GraphicsPortraitYoungster.png, Youngster.jpg
GraphicsPortraitMaleDarkHair.png, MaleDarkHair.jpg,
GraphicsPortraitSage.png, Sage.jpg,
GraphicsPortraitYoungster.png, Youngster.jpg,
GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg

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@ -0,0 +1,40 @@
material Clonk_MaleDarkHair
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.810000 0.810000 0.810000 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 OverlayEmpty.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 MaleDarkHair.jpg
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 -- note this texture unit does not need an
// actual texture image: no hardware TIU will be used.
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}

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@ -25,7 +25,19 @@ global func SetAlternativeSkin(string skin_name)
return FatalError(Format("SetAlternativeSkin must be called from crew member context (instead called from %i)", this->GetID()));
// This is a list of valid skin names and which base skin of the clonk is used.
var skin_names = [["Beggar", 0, 0x4040ff], ["Carpenter", 0, 0xefef40], ["DarkSkinned", 0, 0x906000], ["Doctor", 2, 0xd0d0d0], ["Guard", 0, 0xa0a050], ["Leather", 2, 0xa0a020], ["MaleBlackHair", 0, 0x4040ff], ["MaleBrownHair", 0, 0x2020ff], ["Sage", 0, 0x813100], ["Youngster", 0, 0xba8e37]];
var skin_names = [["Beggar", 0, 0x4040ff],
["Carpenter", 0, 0xefef40],
["DarkSkinned", 0, 0x906000],
["Doctor", 2, 0xd0d0d0],
["Guard", 0, 0xa0a050],
["Leather", 2, 0xa0a020],
["MaleBlackHair", 0, 0x4040ff],
["MaleBrownHair", 0, 0x2020ff],
["MaleDarkHair", 0, 0x406d99],
["Sage", 0, 0x813100],
["Youngster", 0, 0xba8e37],
["YoungsterBlond", 0, 0x151366]
];
// Find the given name in the list and update the base skin and color of the clonk.
var found_name = false;
for (var name in skin_names)

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@ -0,0 +1,40 @@
material Clonk_YoungsterBlond
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.810000 0.810000 0.810000 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 OverlayEmpty.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 YoungsterBlond.jpg
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 -- note this texture unit does not need an
// actual texture image: no hardware TIU will be used.
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}