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Red Eclipse • View topic - [Idea] Colourmask / paramater for model textures

[Idea] Colourmask / paramater for model textures

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[Idea] Colourmask / paramater for model textures

Postby unixfreak » 26 Dec 2014 12:07

Basically, there would be the addition of a colour parameter for mapmodel entitites, but it only effects the colour mask if one is present in a texture file.
This could be a cool addition for vegetation in some maps. Is it possible? And would it only work with shaders enabled?

For example, If you had a tree using;
models/vegetation/skin_evergreen.png

The colour mask would be on just the leaves, allowing you to change the colour of them through entity settings, while the trunk stays the normal colour because it has no colour mask.

I feel it could add more variety without needing thousands of tree models to make a setting look more unique.
Eg; One single tree model, could be set to snowy/autumn/green or something exotic, like a shade of purple.
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Re: [Idea] Colourmask / paramater for model textures

Postby qreeves » 27 Dec 2014 02:19

You should be able to do this already. If attrs 9/10 are on, the first material will be sourced from the associated palette indexes, otherwise, attr 8 will determine the colour of the first material (on the player, the overtone is the first material, the undertone is the second). Basically, you just need to create an alpha channel in the model mask, then use the config (like the player model does): [md2|md3|md5|iqm]material * 1 2
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Re: [Idea] Colourmask / paramater for model textures

Postby unixfreak » 27 Dec 2014 04:16

Ah yes. I overlooked the fact this feature already exists, and that mapmodels do already have the colour parameter. From memory i assumed they only had the palette and palindex parameters.

Solved/Fixed i guess. :D
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Re: [Idea] Colourmask / paramater for model textures

Postby unixfreak » 29 Dec 2014 07:54

Attachments
skin_dieing.png
skin_dieing_mask.png
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Re: [Idea] Colourmask / paramater for model textures

Postby Unnamed » 29 Dec 2014 08:58

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Re: [Idea] Colourmask / paramater for model textures

Postby qreeves » 29 Dec 2014 12:44

In GIMP, I use "decompose" from "RGBA", edit the alpha layer, then "recompose". Basically you just need to make a grayscale image (from white for material 1 to black for material 2) and use that for the alpha layer/channel.
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