Recently I reworked the HealingGunBeta, and now I'm thinking of adjusting the appearance so that players can distinguish between normal PulseGun and its sub class HealingGun. My idea was either to put a red cross over it or change the weapon color from green to red. But that has to be done then for all Meshes used by the PulseGun (PulseGunL, PulseGunR, PulsePickup, PulseGun3rd, muzzPF3)? And how to do that?
Creating or modifying animated meshes
Creating or modifying animated meshes
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Re: Creating or modifying animated meshes
First you need to create your modified version of the Pulse-tex.pcx file.
After that, it is just a matter of tweaking some of the #exec lines and some defaults to plug it in.
A bit too involved for me to try and explain, but if you grab my LoathsomeLaser_RC3 gun, it
includes full source that will show you exactly how to do it.
I believe LL.uc is the only uc file you need to look at.
It is a bit messy. Just ignore some of the commented out lines.
http://www.ecoop.tk/load/loathsome_39_s ... 2/1-1-0-60
*Edit.
Note I did rip out that scripted texture stuff the default pulse gun has for the ammo
display on the side. This shouldn't be an issue for your use. It will show an example
of how to rip that stuff out if you don't need it there. Pointless feature anyway.
Who doesn't have the current ammo count on the HUD ?
Also, in the Textures folder is a red version of the Pulse-tex.PCX that is not being
used. I made it before papercoffee made the excellent skin I did end up using.
Feel free to just use that one if you wish. LaserPulse01.pcx is also unused.
It is paper's 1st draft of the skin. I would tell you to use that as a template also, but then
paper would sue us both instead of just suing you.
(I need to remember to yank out those unused textures before I kick out the final. Soon I hope.)
**Edit2 if you could stick a big white cross on the side of that red Pulse-tex.PCX file, that
would be ideal for your gun IMHO.
After that, it is just a matter of tweaking some of the #exec lines and some defaults to plug it in.
A bit too involved for me to try and explain, but if you grab my LoathsomeLaser_RC3 gun, it
includes full source that will show you exactly how to do it.
I believe LL.uc is the only uc file you need to look at.
It is a bit messy. Just ignore some of the commented out lines.
http://www.ecoop.tk/load/loathsome_39_s ... 2/1-1-0-60
*Edit.
Note I did rip out that scripted texture stuff the default pulse gun has for the ammo
display on the side. This shouldn't be an issue for your use. It will show an example
of how to rip that stuff out if you don't need it there. Pointless feature anyway.
Who doesn't have the current ammo count on the HUD ?
Also, in the Textures folder is a red version of the Pulse-tex.PCX that is not being
used. I made it before papercoffee made the excellent skin I did end up using.
Feel free to just use that one if you wish. LaserPulse01.pcx is also unused.
It is paper's 1st draft of the skin. I would tell you to use that as a template also, but then
paper would sue us both instead of just suing you.
(I need to remember to yank out those unused textures before I kick out the final. Soon I hope.)
**Edit2 if you could stick a big white cross on the side of that red Pulse-tex.PCX file, that
would be ideal for your gun IMHO.
blarg
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Re: Creating or modifying animated meshes
Na it's all good, take the texture as base for what ever gun you like.
But what about an exclusive skin just for you and your Heal Gun?
I have already an idea with a white blue skin
But what about an exclusive skin just for you and your Heal Gun?
I have already an idea with a white blue skin