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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Customization Help and Troubleshooting
Jmmsbnd007
I'm trying to make some extremely bright skins for the default marine/alien models for a project I'm working on. They need to be much brighter than their surroundings to make effectings processing on them easier. Every time I try to increase saturation/levels/brightness etc on the bmp file in photoshop and reimport it in HLMV it looks all dingy and washed out... is there some way to make this work, or is there some console command that I don't know about?
sheena_yanai
seriously..this is sooooo a hax wink-fix.gif


and btw..you cant just "skin" something fullbright...its a bit more complex.
maybe requires even decompiling of the model
Jmmsbnd007
Well, is there any way that I can get big bright models? Because it's either this or I spend hundreds of hours doing it manually :/
sheena_yanai
i think its similar to the glow eyes effect some peoples experimented with once here.

but i think that wasnt really fullbright... i dont know..there was something with adding sprites to the model or something
SpaceJesus
Hm, here's an idea.

Use and NS hook ?!?
Failing that, there's probably some console gfx commands, overbright or lightgamma or similar (i know those dont do it).
Jmmsbnd007
Bump ¿
CoolCookieCooks
If you really must do it, just set the model to additive, it will be seethrough and itll glow hellova lot. But I would consider it haxing at its finest.
Jmmsbnd007
QUOTE (CoolCookieCooks @ Jul 25 2005, 04:17 PM)
If you really must do it, just set the model to additive, it will be seethrough and itll glow hellova lot. But I would consider it haxing at its finest.

That sounds almost exactly like what I need. How do I do that (set it to additive)? Also, is there a way to make it not as transparent? Or even solid>
Drfuzzy
Open in jeds, check additive in the textures, save as. Dont be using this for hacks please.
Jmmsbnd007
QUOTE (Drfuzzy @ Jul 26 2005, 12:55 AM)
Dont be using this for hacks please.

It wouldn't pass consistency (99% sure) if I were to modify the file anyways. Is there any way to make them glowing without making them see-through? Some kind of trick to this maybe, like have a second, normal skin underneath if that's possible?
CoolCookieCooks
you probably could, if you wanted to double the polycount.
Lt_Gravity
tell the thief how to break in your car but add a "now you know but please dont do it." to be shure he doesnt.

seriously, there are too few servers with consistency set to 1.
Jmmsbnd007
QUOTE (CoolCookieCooks @ Jul 26 2005, 06:51 AM)
you probably could, if you wanted to double the polycount.

Could you tell me how to do it? iirc the cel-shaded models are made this way and it's pretty cool, so yeah, that could work to make a glow effect.

Lt Gravity: I play in CAL. All CAL servers have consistency. Saying that I will use these additive models to go cheat in pubs is laughable at best, and would be a complete waste of my time.
CoolCookieCooks
Well, here goes nothing... (assuming you have some knowledge of ms3d)


1. decompile your model
2. import the reference smd into ms3d
3. select all the faces
4. duplicate (ctrl+d) and then use the fatboy tool in the tools bar with a quite small value just to make it slightly fatter than the original
5. in the materials tab, make an extra material for each, so if you have 3 materials on the original model, make sure you have 6 now, so you have 2 the same of each
6. make sure the material duplicated are assigned to the scaled up version of the original
7. export the smd as reference over the original
8. compile the model
9. open the model in jeds hlmv, and set all the duplicate textures to additive
10. file --> save model as... and save over the original lmg model

Hopefully you can understand that.
Jmmsbnd007
Where do I find mdldec.exe? -_-
CoolCookieCooks
just use the one build into milkshape 3d. Preferably kratistos.
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