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Vehicle Skinner [beta]

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  • replied
    T3h 0wn4g3 1337, m3 l1k3 j0 w0rk /\/\4n.

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  • replied
    fun! fun fun ^_^

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  • replied
    Ahem...

    Beta 1.1:
    • Added No Turret Skins option – forces vehicle-mounted turrets to use the same skin as the vehicle they are mounted on.
    • Unoccupied turrets' skins will now change with the main vehicle in Per-Player Control mode.
    • Added ability to manually specify skins for the red and blue teams. e.g. “Manta_Black,Manta_Blue” or “Black,Blue” (config GUI-only).


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  • replied
    1. You can, but at the moment it requires quite a bit of .ini editing. For example:
      Code:
      [Raptor_GoldAndBlack vs_SkinData]
      DisplayName=Gold And Black
      VehicleClassName=Onslaught.ONSAttackCraft
      RedSkinName=VehicleSkinner.Raptor_Gold
      BlueSkinName=VehicleSkinner.Raptor_Black
      You'd have to do that for each vehicle, though... Perhaps I'll add the ability to "combine" skins - e.g. Vehicle_SkinForRedTeam,Vehicle_SkinForBlueTeam where those are Vehicle Skinner "skin" names, not texture names.
      Edit: Ignore this part and see my next post.
    2. I'm not a skinner. If you want more skins, you'll have to "make" them. See above for an example; *SkinName is the name of the texture.
    3. Can do. Edit: done


    Oh, and that's in VehicleSkins.ini

    I'll never give up on coding, but sometimes I get bored of Unreal games for long periods of time. At the moment I'm working on a C# project, but it'll improve my productivity with UnrealScript, so it's all good.

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  • replied
    I know this thread's been dead for quite some time, but I have been using it for a while, and I've come up with a couple of ideas to improve on it.

    1. Give the ability to set team-wide vehicle skins. (Give red team the Gold ones, and blue team the black, etc)
    2. More skins. Do I need to say it?
    3. Make it so that people manning the turret of a vehicle don't get their own skin, unless you allow them.

    Now, I realise that Porkmanii may have given up on coding and all that, so it looks like it may be up to a 'fourth-party' to improve this mutator.

    Other than that, it's still kick-***.

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  • replied
    Looks neat! Downloading!

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  • replied
    Originally posted by sergiu
    hmm, you forgot my Cicada ...
    Actually, there are a couple skins for the Cicada.

    The Purple, Blue, Red, Gold and Black skins I included for the other vehicles were all based on the existing textures (the Materials are in the .u file if you want to take a look.) The ECE Bonus Pack vehicles' skins work differently, though, so I couldn't do the same for those vehicles. I probably could've done more by creating new textures, but I wanted to avoid that, mainly to keep the download small.

    If you want skins for the Cicada, you or someone else (besides me*) will have to make them. Once you have the textures/materials, all you need is Notepad plus the readme (which explains how skins are defined in the .ini.)

    * I'm no longer developing Vehicle Skinner (or any other UT mod for that matter), hence it collecting dust on my hard drive for nearly 6 months. Bug fixes are an exception, of course...

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  • replied
    Nice. That way I dont have to download new vehicles only because someone wants to have a new skin on them.

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  • replied
    hmm, you forgot my Cicada ...

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  • replied
    Cool.

    I'm going to give it a whirl now!

    EDIT: Wow, that was cool.
    [SHOT]http://img163.imageshack.us/img163/3735/vehicleskinner6kb.jpg[/SHOT]
    A Hellbender in Shiny Black
    [SHOT]http://img133.imageshack.us/img133/9910/vehicleskinner27ez.jpg[/SHOT]
    A Goliath in Blue

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  • replied
    This sounds neat, great utility for those wanting different skins, but cannot code.

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  • started a topic Vehicle Skinner [beta]

    Vehicle Skinner [beta]

    Name: Vehicle Skinner

    Version: 1.1

    Compatibility: UT2004 - tested on v3369

    Description:
    Vehicle Skinner is a mutator designed to allow players to set skins for their vehicles. Skins can be assigned for any vehicle, where a skin is made of two materials/textures – one for the red team and one for the blue team (or one material could be used for both.)

    By default, Vehicle Skinner includes the following skins for Raptor, Manta, Goliath, Hellbender, Scorpion, and Leviathan:
    • ShinyBlack: black skin with a slight specular effect applied.
    • Black: black skin with dynamic team symbols.
    • Purple
    • Blue
    • Red
    • Gold


    To keep file size to a minimum, no new textures are included (all default skins are simple Combiners/Shaders using the original textures.)

    You are welcome to create more vehicle skins. See the readme for more information.

    Comments:
    It's been sitting on my hard drive for months, so it's about time I released it. :downcast:

    Screenshots: Screenshots wanted...

    Credits: Vehicle Skinner is a porkmanii production. The idea stems from Uncommon's Vivid Vehicles plus my obsession with customization.

    Download: here.
    Mirror 1 (requires registration)
    Out of date - Mirror 2

    Version History:
    Beta 1.1:
    • Added No Turret Skins option – forces vehicle-mounted turrets to use the same skin as the vehicle they are mounted on.
    • Unoccupied turrets' skins will now change with the main vehicle in Per-Player Control mode.
    • Added ability to manually specify skins for the red and blue teams. e.g. “Manta_Black,Manta_Blue” or “Black,Blue” (config GUI-only).
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