Exactly 100% correct. (I knew I hijacked your screenshot thread for a reason..... )EvilGrins wrote:Most of the Unreal1 monsters have a single texture to them, with the exception of the gasbag which has 2.MrLoathsome wrote:Don't think the Tentacles have MultiSkin capability built inI convert .pcx to .png (true color) and then after I'm done editing them I convert .png back to .pcx (256 color). Works for skins, works for monsters.FXANBSS wrote:About textures, how do you modify pcx textures? Paint.net doesn't seem to work. duh.
I had before photoshop, but idk where to get it now, i am lazy to try to find it.
Shown before · viewtopic.php?p=40438#p40438
That AlCapowned skin you posted worked perfect. Converted to pcx, it just plugged right into the pawn code.
This is all I had to add to make that happen: (This is in the coding section, so here is some code.)
Code: Select all
#exec TEXTURE IMPORT NAME=AlCapownedTxt FILE=Textures\rkbo.pcx
var() int TentColor;
function PreBeginPlay()
{
local int SkinNum;
if (TentColor >= 2) { SkinNum = Rand(2); } else { SkinNum = TentColor; }
Switch(SkinNum)
{
Case 1:
MultiSkins[1] = Texture'AlCapownedTxt';
break;
Case 0:
MultiSkins[1] = Texture'JTentacle1';
// break;
}
Super.PreBeginPlay();
}
(Did Al or anybody else already do a new Tentacle pawn? Or is that skin as far as it got? I haven't even looked... )
Here are a couple screenshots that show Tents with both the default skin, and the AlCapowened one:
Note the one in the first screenshot that is in normal Tentacle orientation, is a default UnrealShare.Tentacle
that was spawned via MonsterSpawn303. Other 2 are UTents spawned by the SwarmSpawner mutator.
Re: Tentacle Projectiles.
You are also 100% correct. That can be done very easily. One line.
Look at these lines I had commented out at the end of the Demo3 source:
Code: Select all
// RangedProjectile=Class'UnrealShare.DAmmo3'
// RangedProjectile=Class'UnrealShare.SeekingRocket'
// RangedProjectile=Class'UnrealShare.StingerProjectile'
(They get very dangerous with any of them....)
Tentacles can shoot anything you want them to with 1 line of code. (Always been that way.... )
I am probably going to include a new Ammo class with this, that will look like a Tentacle in Waiting/Pancake position.
It will fly like a Frisbee/Ripper and do a minor amount of damage if it hits a pawn. Then it will spawn a UTent* and destroy itself.
*(It could spawn anything. Even a Woody Woodpecker pawn. Soon as the rest of you lot get that project almost finished. )
**Edit. Not sure yet if you would want to have this "New" ammo class spawning the same class as what was shooting it... It might make for a very cool crash.
Might have to add a check to see if the owner is the same class as whatever is being spawned, and throttle things back a bit to prevent the horror.
Pretty sure that would be a good check to add to it.....