(T:V) inventory screenshot

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starwolf_nexus
05-18-2004, 07:42 AM
In the screenshots section of this website theres a screenshot with the inventory laid out for you to see...at the bottom theres 2 tabs that say next skin and previous skin, i was wonderin if T:V was gonna ship with multiple skins for each armor and tribe eh? could one of the DEVs Inform me if I'm wrong on what ive seen and what I've said

Rosdower
05-18-2004, 08:45 AM
they have alternative skins for the heavies now, dunno about lights and mediums

pyrot3chnic
05-18-2004, 02:36 PM
dont forget the light ninja for blood eagle, and the light camo skin for the phoenix..

Amadeus
05-18-2004, 02:40 PM
:rainbow:

VaporTrail
05-18-2004, 02:43 PM
they have alternative skins for the heavies now, dunno about lights and mediums

I'm not sure if those are available in MP...

If I remember right one of the devs said something along the lines of 'thats a specific type of heavy in SP.' Possibly with the addition of 'it's not currently available in MP.'

Though I won't complain about having many available base skins...

Theta
05-18-2004, 03:18 PM
I think it would be really silly to have generic (can't tell which SP character you're playing) alternate skins, and not be able to use them in MP.

The Pheonix cameo skin is sexy http://www.tribalwar.com/media/viewer.php?id=250

VaporTrail
05-18-2004, 03:25 PM
Not saying that it might not be silly...

but you have to think about this: What if the Phoenix Camo skin is Light only, used by snipers in MP, or some other scenario? Or that the BE alt-Heavy skins have no equivilent in Light/Med? Having seperate MP skinsets for the sole purpose of introducing a single skin from SP into MP might be just as silly.

I'll be all for having good alternate-base skinsets, however, I don't want rushed recolor jobs, or unnecessary delays.

pyrot3chnic
05-18-2004, 03:39 PM
I'd be all for the idea of having to beat the SP to get the reward of using SP skins in the MP, as long as there's no way to enable them in your config file..

Sopo
05-18-2004, 03:46 PM
Aye, and although it seems sorta strange and off topic i dont think it would be so bad if you had to beat 1 training level before you could play multiplayer.

pyrot3chnic
05-18-2004, 03:55 PM
Or as it's been suggested before, if people try to jump into the MP first, give them at least a pop-up with a message "We recommend you play at least some SP before going online, blah blah," or something like that.

Sopo
05-18-2004, 04:16 PM
Aye, anyway i think that is simply to switch between tribe skins and custom skins.

Mr Fish
05-19-2004, 09:31 AM
We have a nice little skinning system, not sure if its been mentioned before. Basically you create little skinning packages that define which textures can be used on which team/armour combinations. The packages themselves can include the textures, or you can reference external textures already present in other packages. A single skin package can then include multiple skins for different armours, plus different combinations and variations on each skin through different shaders (eg different specularity, glow etc). You just put these packages in a skinning directory, and all of em become available ingame through the inv station screen.

Anyways we are going to ship with all our SP texture variants as MP skin packages. Theres some client settings in there as well to control skin variants in an MP game, so you can enfore them to not show up if that tickles yer fancy.

Amadeus
05-19-2004, 09:34 AM
Nice. So I guess representing damage detail is not restricted to decals anymore? :browsmile

Mr Fish
05-19-2004, 09:40 AM
by variations i just mean variant shaders that re-use the same base textures. so you could have both normal looking boring guy, *and* normal looking boring guy with glowing arms and shiny metal pants.

Amadeus
05-19-2004, 11:40 AM
by variations i just mean variant shaders that re-use the same base textures. so you could have both normal looking boring guy, *and* normal looking boring guy with glowing arms and shiny metal pants.
My question is, can you use these shaders to simulate damaged armor? I.e. the armor's all glowing and shiny at full health, and then it gradually loses its glow and maybe its color as well on some places as the armor's quality is decreasing.

pyrot3chnic
05-19-2004, 03:14 PM
Ah, sounds good.. so we'll be able to choose certain textures for the different body parts, as opposed to only being able to select one skin that covers the whole armor ala t1/t2?

(like shiny pants with normal chest; shiny chest with normal pants; shiny arms and shiny pants with normal chest; other combos, etc...)

Hurricane Harold
05-19-2004, 05:06 PM
How would skin variants show up to other players? I mean, if they don't have to download anything except the information on which shaders and textures are being used, will they be able to see other player's crazy glowing shiny pants variants (assuming some client setting is enabled)?

I'm not sure if it's been answered, though I think it is and I've forgotton, but how would this happen with completely custom skins? Is there an auto-download of sorts?

All my other big skinning questions have pretty much been answered here. The new system you've described sounds pretty neat overall.

Mr Fish
05-20-2004, 04:44 AM
Amadeu5, you cant change any of these skins based on damage. Whatever skin you use always stays like that (er until you go to inv and choose a different skin)

pyrot3chnic, theres no explicit body part system for the different shader settings, but every setting can have a texture mask associated with it thats applied over the whole body. So say you wanted to make a variation on the standard blood eagle that had glowing arms. You would create an alpha texture that marks out only the arm areas, then set this as the GlowMask in the shader. The rest of the shader paramaters would then just reference the standard blood eagle textures included with the game. So then for re-dsitributing this skin, it would be nice n tiny coz the only new data in it is the glow mask.

friedmunky
05-20-2004, 05:19 AM
Amadeu5, you cant change any of these skins based on damage. Whatever skin you use always stays like that (er until you go to inv and choose a different skin)

pyrot3chnic, theres no explicit body part system for the different shader settings, but every setting can have a texture mask associated with it thats applied over the whole body. So say you wanted to make a variation on the standard blood eagle that had glowing arms. You would create an alpha texture that marks out only the arm areas, then set this as the GlowMask in the shader. The rest of the shader paramaters would then just reference the standard blood eagle textures included with the game. So then for re-dsitributing this skin, it would be nice n tiny coz the only new data in it is the glow mask.

Awesome so we can have Tribesmen flying around with GLOWING CROTCHES?

Zoolooman
05-20-2004, 05:30 AM
My question:

Can I have different skins selected as part of my favorites, so that I can change skins in mid-match?

If you say yes, I will love you (platonically).