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-
- -== M U L T I S K I N ==-
- 1.1
-
- by Dennis Noordsij - lnoordsi@inter.NL.net
- home of MultiSkin - http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
- --------------------------------------------------------------------------------
-
- Q) [Quake lover]: Can we have our own player textures in Quake?
- A) [ID Software]: NO! That is NOT possible.
- A) [ME :) ]: YES! That IS possible.
-
- --------------------------------------------------------------------------------
-
- I was, just like everybody else, hoping that players could have their own skin
- textures when Quake came out. But it wasn't possible. Then the QuakeC compiler
- and QuakeC code were released, and I thought, man, it HAS to be possible now!
- So I started trying:
-
- ** Playing with the SetModel(self, "progs/player.mdl").
- Problems: - it didn't work
- - you would *require* multiple models, waisting a lot of bytes and
- - Quake will crash if you don't have them.
-
- ** Exploiting the fact that a model can change in eyes
- Problems: - it didn't work
- - again, would *require* all models, waisting a lot of bytes and
- - Quake will crash if you don't have them.
-
- ** Using the idea that models can have different skins
- Pros: - it WORKED!
- - you only need one player.mdl that has all textures in it
- - if you don't have the 'new' player.mdl no problem, you will see
- the normal textures instead!
- - As I improve the code (add teamplay, corpses with correct skins)
- only the SERVERS need to update. All the clients (players) need
- is the new player.mdl, which works just like the normal player.mdl,
- but if you connect to a MultiSkin Server suddenly the models will
- have all sorts of skins!
- Bugs: - The skin will only apply to the body your soul is in. As soon as
- your soul transfers to a new body (respawns) the corpse skin will
- change to the normal texture. But I will fix this and this is not
- crucial, vital or important at all.
-
- --------------------------------------------------------------------------------
-
- Great! What do I need?
-
-
- *** If you are a PLAYER, ie someone that will connect to a server:
-
- You need the PLAYER.MDL file. You can replace the old one with this one, or
- you can put it in a directory like this:
- / [YOUR QUAKE DIR] / MULTISKIN / PROGS / PLAYER.MDL
- Then you start Quake with the "-game multiskin" paramater (or for internet
- Quake: "q95 -game multiskin". Quake will then use this model instead. If you
- replace the old PLAYER.MDL then you don't need to start with extra parameters,
- and you will never notice it is a different PLAYER.MDL until you connect to
- a MultiSkin Server and see everybody in his own skin. Of course you can always
- mail me with questions
-
-
- *** If you are a DEDICATED server:
-
- You need the PROGS.DAT file. You place it in it's own dir, example:
- / [YOUR QUAKE DIR] / MULTISKIN / PROGS.DAT
- and you add "-game multiskin" to your startup commandline string. All clients
- that connect will than be able to change their skins, and clients that have
- the new PLAYER.MDL will see those changes, otherwise they'll see the normal
- textures.
- THE CLIENTS DO NOT *REQUIRE* NEW FILES! EVERYBODY WILL BE ABLE TO CONNECT, AND
- THE CLIENTS WITH THE NEW PLAYER.MDL WILL SEE NEW SKINS, THE OTHER CLIENTS
- WILL JUST SEE WHAT THEY ALWAYS SEE. BY USING THIS NEW PROGS.DAT FILE YOU ARE
- NOT SACRIFICING ANYTHING, EVERYBODY CAN CONNECT. CLIENTS DO NOT *REQUIRE*
- NEW FILES, IT IS OPTIONAL
-
-
- ** If you are a LISTEN server:
-
- You need both packages, you can either replace the old PROGS.DAT and PLAYER.MDL
- or you can create the following dirs:
- / [YOUR QUAKE DIR] / MULTISKIN / PROGS.DAT
- / [YOUR QUAKE DIR] / MULTISKIN / PROGS / PLAYER.MDL
- If you have:
- - only the progs.dat, MultiSkin will work but you will not see the new
- textures because you don't have them. Players who DO have the new
- PLAYER.MDL *WILL* see the new textures
- - only the new PLAYER.MDL. Then you don't have the MultiSkin code, and the
- game will be an ordinary game where only the first (normal) skin of the
- player is used.
-
- --------------------------------------------------------------------------------
-
- Okay, I'm using the new PLAYER.MDL and I have connected to a MultiSkin server,
- now how do I change skins?
-
- Simple, you bind "IMPULSE 200" to a key, for example q
- (type 'bind q "impulse 200" ' in the console) and whenever you press q (impulse
- 200) your skin will go up one and you will see a message saying which skin
- you now have. There are 19 skins, so after skin 15 pressing q again will
- use skin 0. Whenever you respawn you will see a message reminding you which
- skin you have. So if you start and press q, you will see
- "SKIN: Duke Nukem 3d (1)". This means you have now skin (1), which is Duke
- Nukem's skin. if you press q again you will see
- "SKIN: Toad (2)". This means you now have the skin of a cool looking toad.
- After skin #18 you will get skin #0, which is the normal Quake skin. The
- skin will travel with you, if you respawn you will keep the same skin and you
- will get a message telling you what skin you 'are wearing'.
-
- --------------------------------------------------------------------------------
-
- I'm curious, which skins are there?
-
- 0) The normal Quake texture.
- When you first connect to a normal Quake MultiSkin Server you will start
- with this skin.
-
- 1) Duke Nukem 3d.
- Heh heh, now you can have some REAL Duke vs Quake wars :)
- BE SURE TO USE COLOR 6 TO KEEP HIS HAIR YELLOW!
-
- 2) Toad.
- A pretty cool looking green creature.
-
- 3) Stormtrooper.
- An awesome white-camo enforcer type of guy
-
- 4) Max.
- Reminds me of Spiderman, although Max is blue/yellow. Looks like a
- comicbook-hero. Looks pretty cool.
-
- 5) the Terminator.
- A very good version of a half-dead terminator, looks very real.
-
- 6) Judge Dredd.
- The one and only...
-
- 7) Camo.
- A camouflaged soldier. The prefect skin to camp in dark places.
-
- 8) Captain Picard.
- For the Trekkies, and until Startrek Quake comes out.
-
- 9) the Wizzard.
- This is the skin of the scrag on a player model. Looks pretty scary.
-
- 10) the Predator.
- Awesome skin of the Predator. Not for cissies :)
-
- 11) Skeleton.
- With this skin you change into a skeleton with a gun :) Pretty cool skin!
-
- 12) Wan-Fu.
- I don't know who this guy is, but he looks like a topless karate-kid :)
-
- 13) Henry Rollins.
- Don't know him either. But he would make a good target :)
-
- 14) He-Man.
- The one and only Master of the Universe.
-
- 15) Boba.
- Who? Oh Boba. Never heard of him :)
-
- 16) Superman.
- That's right, now YOU can be Superman!
-
- 17) NYPD.
- If you always wanted to be a cop, this is your chance :)
-
- 18) Eh... nameless :)
- A nice looking guy with the women's sign on his suit ( O )
- ( + )
- Some things:
-
- * I don't expect you to memorize this list, so whenever you select a skin Quake
- will tell you which one you have
- * Of course I didn't make all those skins. I got them from the Quake grinder:
- http://www.zipnet.net/~biff/qgrinder/
- Here you will find more stuff and the credits for the skins. I did not ask
- permission to all skin authors, but I assume that since they released the
- skin they expect it to be used and don't mind.
- * Most of these skins do not yet have the axe and fire drawn on them. This
- means that the axe will be completeley black. I asked Biff (Quake Grinder)
- about this and he said he could quickly 'overlap' these portions of the
- normal player texture onto the other textures. So that'll be fixed soon.
- * I was able to create this PLAYER.MDL because of the excellent QuakeME 2.3,
- which the author Rene Post made only because I asked him. He's a great guy,
- and his program is the best .MDL viewer/textures editor out there.
-
- --------------------------------------------------------------------------------
-
- I have some new textures
-
- Please send them to me, so I can add them to both the code AND the model, so
- there will be some kind of standard instead of different PLAYER.MDL's that make
- someone who looks like Duke look like He-Man and things like that
-
- --------------------------------------------------------------------------------
-
- Thanks to:
-
- *** Rene Post (author of QuakeME)
- He's really amazing! I ask him one night if could add something to QuakeME
- 2.2, and the next day I get QuakeME 2.3 which works *EXCELLENT*. Exactly
- what I had hoped for. I recommend this program!
-
- *** Biff (don't remember last name), maintainer of the Quake Grinder:
- http://www.zipnet.net/~biff/qgrinder/
- For storing the textures and for the fact that he will add the axe and
- fire to the textures
-
- *** Crisco at Stomped.com
- for originally storing the textures (before they went to the Quake Grinder)
-
- --------------------------------------------------------------------------------
-
- Other possibilities with this technique:
-
- You could make new skins for the monsters, such as
- - one for health > 80% (the normal texture)
- - one for 50% < health < 80% (some extra blood)
- - one for health < 50% (lots of blood and gore :)
- And then set the skins according to their health.
-
- --------------------------------------------------------------------------------
-
- Misc:
-
- * Your skin will change the instant you impulse 200.
- * Teamplay is still color oriented. A Duke can still kill a Duke.
- * Whenever a player respawns, the skin of his former corpse will change back
- into the standard skin.
-
- --------------------------------------------------------------------------------
-
- FUTURE FIXES:
-
- * Add teamplay for skin instead of colors
- * Add the option to only allow skin changes when the player is dead to avoid
- some teamp server problems (quickly changing skin)
- * Have corpses kep the right skins
- * Update the textures with the axe/fire drawn onto them
- * Add more textures
-
- --------------------------------------------------------------------------------
-
- OTHER THINGS I'D LIKE TO SAY :)
-
- People have been complaining about a lot of things, and they are getting fixed
- all the time! Some examples:
-
- * Weapons suck!
- We now have heetseekers, proximity grenades, drunk missiles, gib throwers,
- lasers and more coming up!
-
- * Grenades etc should go through teleporters!
- Done. It wasn't a Quake limition, it just required a little editing and
- someone has already done it. Let's fire a stream of nails through a
- teleporter!
-
- * Monster/player corpses should be solid
- Not only can they be solid, but also gibbable!
-
- * Bulletholes?
- I've been working on this one. Right now I can use the bubble sprite as a
- bullet hole, but when I fire the supershotgun 8 times I get a Packet
- Overflow beacuse of the 300 bubbles on the wall. I'll figure something out.
- The idea is pretty simple, just spawn a sprite when a bullet hits a wall.
-
- * Monster helper/spawners
- Done/Working on those
-
- * Different skins for each player
- Done! :)
-
- * Interconnected Quake servers.
- Done. Only problem, if the server rejects you you end up in the console.
- But John Carmack has said to be working on a real dedicated big stand-alone
- server, so it's just a matter of time.
-
- * Splashing water
- Whenever the sound of splashing water is played, create a blue particle
- fog on that loation going up.
-
- --------------------------------------------------------------------------------
-
- HISTORY:
-
- 1.1 - added impulse 201 to descend the list
- - added 3 more skins (Superman, NYPD and some other guy :)
- - replaced the Duke skin with a darker one that also had the axe/fire
- - and of course add the new skins to the code
-
- 1.0 - initial release containing 16 skin textures
-
- --------------------------------------------------------------------------------
-
- If you have ANYTHING to ask, just mail me! Also, tell me what features you
- would like added to MultiSkin!
-
- Thursday 1 August 1996, 13:50 CEST
- Dennis Noordsij
- lnoordsi@inter.NL.net
-