Topic: (Engine)Enchancements
I'm recreating this topic because there was some posts (special thanks to landil, now I hate you) I wanted to remove.
Well, everybody know how do the graphic engine reacts to the skinfiles...
COLOR LAYER:
A recurrent problem with it is the team coloration...The engine apply some mathematics algorithm who don't always give the result you want...
Well, the addition of a color layer would be useful:
The color layer is BLACK.
It have the display priority on his body part (ex:feet) but not on the upper one (ex:body)
The skinner can apply any kind of blur or transparency effects he want...
If the color layer is fully opaque, the tee will be fully red/blue/custom colored:Without color layer:
With a fully opaque color layer:
DRAMATIZATION
So, the color layer only change from black to the custom color.
TOP layer:
The top layer would simply be a layer who have priority on the eyes.
It would allow to do:
*Hats
*Lenses
*Masks
*And so on...Feel free to comment or add sugesstions...
*.SKN FILES:
The skn files would be a more complex kind of skin file.
They would simply be a .zip file renamed in .skn
A basic skn file contain:
-At least one skin frame
-A .ini fileThe ini file would be used for scripting.
Eg:
My skinfile:
Lightbulb_off.png
Lightbulb_on.png
skin.iniMy .ini file:
Animated=null
TurnAround=0
DefaultFrame=./Lightbulb_off
Load ./Lightbulb_on if kill
Load ./Lightbulb_on if acapture
Load ./Lightbulb_on if captureIt means ("./" is the skn file root):
The skin is not animated
The skin must not turn around if he's aiming in his back (would be useful for ripped-off skins)
The defaut frame is Lightbulb_off
It switch to lightbulb_on when the player kill or capture of if an ally capture.It would allow:
Animated skins;
Scripted skins;
.SKN FILES 2:
I will try to be as clear as possible:
The ini file is a text file, who can be read by a human with some efforts.
Me, as an example, I never programmed of my whole life and I'm going to imagine the structure of an .ini file.
-This is the x_ninjamario form homer.
-Lets say I have 10 frames.
-They're named frame_1, frame_2, frame_3...
(note for devs: The engine use the smallest natural number aviable as starting frame, even if it's something like 3 or 5)-This skin is a profiled picture (the sides have an importance)
-And there is no reaction script
Before we start, I must tell you:
"%s": This is a token (a variable) Here, it design my frame number"./": We're in a zip file, remember? It is very important to specify to the program we're working in the skn file and not anywhere else.
"#": These are just comment lines to make you understand
#The default animation of the skin use every files who's named frame_"a number"
Animated=default=./frame_%s
#The default animation must loop at end
LoopAtEnd=default
#The default animation must start as soon as we see it.
DefaultStart=default
#The default animation of the skin must turn around when aiming in his back.
TurnArounnd=default
Now, Landil, try to be smarter AND nicer: DON'T POST HERE!!!!
If you are one of the 10% that would be laughing, copy and paste this to your signature.
My skins