forked from Mirrors/openclonk
add NPC skins YoungsterBlond and MaleDarkHair
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e1e1380659
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c8d1cb9a1c
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@ -2,11 +2,13 @@ The following graphics are created by Marky and are licensed under CC-BY 3.0 (ht
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GraphicsPortraitBeggar.png, Beggar.jpg,
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GraphicsPortraitCarpenter.png, Carpenter.jpg,
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GraphicsPortraitDarkSkinned.png, DarkSkinned.jpg
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GraphicsPortraitDarkSkinned.png, DarkSkinned.jpg,
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GraphicsPortraitDoctor.png, Doctor.jpg,
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GraphicsPortraitGuard.png, Guard.jpg,
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GraphicsPortraitLeather.png, Leather.jpg,
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GraphicsPortraitMaleBlackHair.png, MaleBlackHair.jpg,
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GraphicsPortraitMaleBrownHair.png, MaleBrownHair.jpg,
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GraphicsPortraitSage.png, Sage.jpg
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GraphicsPortraitYoungster.png, Youngster.jpg
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GraphicsPortraitMaleDarkHair.png, MaleDarkHair.jpg,
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GraphicsPortraitSage.png, Sage.jpg,
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GraphicsPortraitYoungster.png, Youngster.jpg,
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GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg
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@ -0,0 +1,40 @@
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material Clonk_MaleDarkHair
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{
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receive_shadows on
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technique
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{
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pass
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{
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ambient 0.500000 0.500000 0.500000 1.000000
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diffuse 0.810000 0.810000 0.810000 1.000000
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specular 0.000000 0.000000 0.000000 1.000000 3.000000
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emissive 0.000000 0.000000 0.000000 1.000000
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texture_unit Overlay
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{
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texture OverlayEmpty.png
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tex_address_mode wrap
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filtering trilinear
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colour_op_ex modulate src_texture src_player_colour
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// take alpha from texture only, ignore player alpha
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alpha_op_ex source1 src_texture src_player_colour
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}
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texture_unit Clonk
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{
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texture MaleDarkHair.jpg
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tex_address_mode wrap
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filtering trilinear
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colour_op_ex blend_current_alpha src_current src_texture
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// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
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alpha_op_ex add src_current src_texture
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}
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texture_unit Light
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{
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// apply lighting -- note this texture unit does not need an
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// actual texture image: no hardware TIU will be used.
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colour_op_ex modulate src_current src_diffuse
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alpha_op_ex modulate src_current src_diffuse
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}
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}
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}
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}
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@ -25,7 +25,19 @@ global func SetAlternativeSkin(string skin_name)
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return FatalError(Format("SetAlternativeSkin must be called from crew member context (instead called from %i)", this->GetID()));
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// This is a list of valid skin names and which base skin of the clonk is used.
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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]];
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var skin_names = [["Beggar", 0, 0x4040ff],
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["Carpenter", 0, 0xefef40],
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["DarkSkinned", 0, 0x906000],
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["Doctor", 2, 0xd0d0d0],
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["Guard", 0, 0xa0a050],
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["Leather", 2, 0xa0a020],
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["MaleBlackHair", 0, 0x4040ff],
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["MaleBrownHair", 0, 0x2020ff],
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["MaleDarkHair", 0, 0x406d99],
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["Sage", 0, 0x813100],
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["Youngster", 0, 0xba8e37],
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["YoungsterBlond", 0, 0x151366]
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];
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// Find the given name in the list and update the base skin and color of the clonk.
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var found_name = false;
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for (var name in skin_names)
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@ -0,0 +1,40 @@
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material Clonk_YoungsterBlond
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{
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receive_shadows on
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technique
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{
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pass
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{
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ambient 0.500000 0.500000 0.500000 1.000000
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diffuse 0.810000 0.810000 0.810000 1.000000
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specular 0.000000 0.000000 0.000000 1.000000 3.000000
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emissive 0.000000 0.000000 0.000000 1.000000
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texture_unit Overlay
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{
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texture OverlayEmpty.png
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tex_address_mode wrap
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filtering trilinear
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colour_op_ex modulate src_texture src_player_colour
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// take alpha from texture only, ignore player alpha
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alpha_op_ex source1 src_texture src_player_colour
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}
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texture_unit Clonk
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{
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texture YoungsterBlond.jpg
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tex_address_mode wrap
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filtering trilinear
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colour_op_ex blend_current_alpha src_current src_texture
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// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
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alpha_op_ex add src_current src_texture
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}
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texture_unit Light
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{
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// apply lighting -- note this texture unit does not need an
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// actual texture image: no hardware TIU will be used.
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colour_op_ex modulate src_current src_diffuse
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alpha_op_ex modulate src_current src_diffuse
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}
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}
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}
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}
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