Fullbright Skins?
Jmmsbnd007
Join Date: 2002-11-24 Member: 9793Banned, Constellation
<div class="IPBDescription">¿</div> 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?
Comments
and btw..you cant just "skin" something fullbright...its a bit more complex.
maybe requires even decompiling of the model
but i think that wasnt really fullbright... i dont know..there was something with adding sprites to the model or something
Use and NS hook ?!?
Failing that, there's probably some console gfx commands, overbright or lightgamma or similar (i know those dont do it).
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>
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?
seriously, there are too few servers with consistency set to 1.
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.
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.