Editing and Customization > Modding Help
Questions regarding Kinky's Major Project at Uni
Kinky:
I thought i might as well just make one topic for this... rather than several for individual questions.
As some of you may know me and 3 others (2 artists and a coder) are working on a small Source mod for our final major at uni. Its called The Invaders: Source and is a team based 80's sci fi themed survival shooter. Can post up some stuff if anyone is interested...
Anyway onto todays issue.
We are looking at ways to get different artwork within the same level for the 2 different teams. I had a topic similar for this before but wasnt quite sure everyone was catching the right end of the stick.
It needs to be the same map so both teams can play against each other and shoot each other. But we need to look at every possible way to make the environment appear different to one team than the other (one is realism, the other is uber simplified, possibly somewhat like tron).
Sharp mentioned something about having triggers that are tied to a team that display new textures when in contact with that team (or something) but my PC crashed and i lost the convo... hopefully he can swing by and post that idea. Otherwise ive been looking at func_texturemorph?
Any other ideas?
Mangley:
I've had some thoughts about this.. I think there are a number of ways it could be done.
Method 1: Having seperate material directories for each team and then through code determine which set of textures are displayed depending what team you're on.
For instance... lets say there's a wall textured with materials_A/walls/walltexture1.vtf this would be the texture that team A sees. Then you would have to have an alternate version of that texture in materials_B/walls/walltexture1.vtf and if you joined team B, the game will load materials from the materials_B directory and not materials_A.
I'm not sure how feasible this.. I'm not sure how source can handle exchanging textures like this.
Method 2: Using Source's built-in rendering features. This is a much simpler but quite limited way of doing it... you could almost definitely use the mat_fullbright 2 command to your advantage here... if you can code the game to enable this for one team that will make all surfaces the same flat texture but will retain shadow and normal-map detail. You may also want to look into using color-correction, HUD filters and other things like that. For instance the black and white effect you get on Left 4 Dead when you're about to die... I believe that uses color correction..
Kinky:
Yea i believe thats colour correction; which, as entities, can be tied to team then an ef_nodraw pass in the code allows you to hide it from other teams.
Im not entirely sure what entities this works for, this'll be my next question.
Ideally though i need actual texture changes. But yea every solution/idea is useful.
Cheerz for the ideas man :)
Mark [lodle]:
Kinky this would be very easy to do via material proxies. Basically the proxy can interact with the code and choose which skin to show the user depending on their team. Was thinking of doing something like this for a avp mod. http://developer.valvesoftware.com/wiki/Material_Proxy
Need any more info let me know. :P
Kinky:
Dude that looks perfect. Leg end. Ill catch you on Steam sometime this week i hope to get some advice on writing this up. Much thanks man
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