View Full Version : Team Shader Control 0.5a - Better team colors & brightskin control
Henrik
11-29-2007, 02:39 PM
Compat: UT3 (All)
Download: http://ut2341.com/teamshadercontrol
0.5a Features:
- Skin shaders have been re-optimized for maximum solid color visibility
- Team light emissiveness increased
- Brightskin shader distance can be adjusted, and turned always on or off if desired.
- Brightskin intensity can be adjusted independently for red & blue, so you could have it off entirely for your team, for the enemy team, etc.
Planned features:
- Alternate Team Colors
- More Controls!
Known Limitations:
Currently may not work correctly with certain other muts which modify pawn.
ResidentEvil
11-29-2007, 02:52 PM
Does this work for DM??
Henrik
11-29-2007, 06:10 PM
The armor light changes work in DM, however I haven't done extensive testing in DM mode so I am not sure about the rest.
pospi
11-29-2007, 11:08 PM
oh seriously, thank god for you. I was halfway through doing this myself, just to get rid of the damn thing. Shooting at bright red & blue pieces of candy is just.. yuck.
How'd you end up going at it, out of interest? It seemed like it was so ingrained within UTPawn that the only way to do it would be to override the pawn class, which probably makes it incompatible with just about any mods. Is that what you did? Or did you find a less intrusive way?
Akira Kurosawa
11-29-2007, 11:51 PM
Yes, thanks so much for this.
I'll be using it all the time. : D
- Skin shaders have been re-optimized for maximum solid color visibility
- Team light emissiveness increased
However I'd like to be able to adjust that as well.
A simple disable/enable would be fine.
I like my shadows. : D
Anyways thanks again.
Henrik
11-30-2007, 12:06 AM
Is that what you did? Or did you find a less intrusive way?
That's the current solution but I'm looking into better ways. Really, it's no different than the way UTComp did it, except that since it's Epic's own implementation, and is done with more advanced shaders, there is a lot more control over it. I don't think it will break all other mutators, but just the same I'd like to figure out a more elegant solution if I can.
Akira:
Yes my next step is to make team lights adjustable, and also give control over skin specularity. This is what gives the skin textures themselves a more or less colorful look, in practice. I would like to make presets for say, "run & gun" or "stealth/sniper" style gameplay and allow people to choose between those rather than just punch in random numbers - though I try to give guidelines as to what looks good, it is also possible to make things look really bad if you don't know what you're doing.
Nietzsche
11-30-2007, 05:29 AM
[...]
[COLOR="Yellow"]Planned features:
- Alternate Team Colors
[...]
Can't wait, this will rock :D
Would be ultra nice if team colors would be pickable by the client ofc ...
Zakalwe
12-01-2007, 09:39 AM
nice one bersy :) look forward to the final release :D
you got any screens of how it looks in game btw?
Henrik
12-02-2007, 08:36 AM
nope, i don't think screens are worth bothering with especially because the game looks so different for everyone, it might give people the wrong impression if I take shots with my own settings. it is simple though, you can make everyone perma-glowsticks, or you can make them have no brightskins at all (although there's still the lights). but the next release I'm working on should be a major improvement with much more options.
Keep in mind that the characters have fixed blue and red arms.
So if you intend to add more colours or have a feature that changes the enemy to a set colour then the red/blue colour of the arms could still confuse the player.
Oh ... and make sure you don't have to modify playercontroller.
I was thinking that it could be done with an alternate hud-view myself as that is where a lot of the post-processing is done.
Isolated
12-04-2007, 09:19 AM
Great job again.
Just what i wanted.
DeathmooN
12-04-2007, 10:30 PM
This mutator is major win.
This will do finely until a comp mutator comes out.
jjensson
12-05-2007, 08:01 PM
Thanks Bersy, it seems to work. Distance brightskins go away in DM, but there seems to be some lighting problem with the characters in some maps (they simply are not shaded correctly and are too bright). I have to investigate more.
jj
Henrik
12-05-2007, 10:12 PM
The next version will fix some issues.
lutjekabal
12-07-2007, 09:00 AM
ehm, your zip map makes my winrar & winzip crash, + it makes my PC laggy. What the hell is it? :O
EDIT: And where am I supposed to unzip it to? I got to work, just used explorer to openm the file instead of Opera ;)
Henrik
12-07-2007, 09:05 AM
My Docs/My Games/UT3/UTGame
Also, you will obviously have to enable it in the mutators list when you wish to use it in a match. This works in instant action only (any gametype)
or it should be able to be installed on a server for online matches.
Keep in mind that "My Docs" is a localized path-name that also depends on which OS you are using.
(Example : "C:\Users\<Username>\Documents" is where they are in my system.)
Chances are that you also may not have permission to create a new directory at that level (in Vista), which may explain the crash when unzipping as well.
lutjekabal
12-07-2007, 02:05 PM
Thanks guys, it was actually Exstract to: Docs\My Games\UT3\UTGame\Config .
Which folder exactly am I supposed to put custom maps into? :)
Henrik
12-07-2007, 02:09 PM
not quite, the utteamshadercontrol.ini goes in /utgame/config, the .u file goes in /utgame/published/script
maps go in utgame/published/maps
lutjekabal
12-07-2007, 02:47 PM
OK, thanks alot Bersy, modders are the unsung heroes of the gaming world. I hope you find a way to totally remove the colors red and blue so that it is possible to play with the original character looks, but with colored nametags above team members. <3 <3 ;X
Edit: for me it was .u file goes in /utgame/published/cookedPC/script and utgame/published/CookedPC/maps , but thanks for your help anyway and continue with your nice work :D
Chief-Justice
12-07-2007, 02:59 PM
wots da comand line string?
Henrik
12-07-2007, 03:05 PM
yea sorry forgot the CookedPC part.
Chief-Justice
12-08-2007, 09:25 PM
Any news? :)
Ronvdl
12-10-2007, 10:24 AM
Great mutator :)
The players look much better without all the glow etc.
It would be nice if you can also control the vehicle colors.
lutjekabal
12-30-2007, 07:04 PM
Hi again. Do you have any idea if it is possible to use this tool http://utforums.epicgames.com/showthread.php?t=594723 to turn vehicle & character brightskins off out from your experience in creating your mod?(probally a long shoot :D).
D-Hunter
12-31-2007, 03:11 AM
Nice job, great idea.
Tahngarthor
12-31-2007, 04:57 AM
We already have CustomUT, do we really need another glowstick mod?
woooo
12-31-2007, 04:59 AM
We already have CustomUT, do we really need another glowstick mod?
This was released before CustomUT, long before...
Henrik
01-02-2008, 08:31 AM
We already have CustomUT, do we really need another glowstick mod?
This is not a "glowstick mod".. It gives you the option to configure the intensity and distance of Epic's brightskins, meaning you can turn them OFF if so desired, something you cannot do in CustomUT or even vanilla UT3.
lutjekabal
01-02-2008, 07:04 PM
This is not a "glowstick mod".. It gives you the option to configure the intensity and distance of Epic's brightskins, meaning you can turn them OFF if so desired, something you cannot do in CustomUT or even vanilla UT3.
Is it maybe possible that you could make it so that you could join Online games with this mod removing brightskins? Is it possible to host a game with this mod? And finally, do you know of any way to turn brightskins off in UT 3 Tweaker 3.5?
I just dont like tha brightskins at all!:D
Paddywak
01-03-2008, 01:26 PM
Thanks ... Bersy ... :)
Fab mut ... looking forward to the new features ...
lutjekabal
01-17-2008, 02:45 PM
Is this going to be updated?
Chief-Justice
01-17-2008, 02:48 PM
why? it works the way it is supposed to ... O_o
lutjekabal
01-22-2008, 07:35 PM
why? it works the way it is supposed to ... O_o
Well, I would like to be able to remove them from vehicles too, and if possible, turn brightskins off and be able to join multiplayer games this way. :D
onefingerkill
04-11-2008, 09:27 AM
this mutator doesnt work with any hitsound muts that are out there. so far ive tried with 3 hitsound mutators and it works with none of them. i value these two mutators a lot and would love to see them working hand in hand.
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