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Up Topic General / Feedback and Ideas / clonk skins
- - By IchUndNichtDu [de] Date 2012-11-28 23:20 Edited 2012-11-29 12:30
Hey guys!
I think almost everyone have noticed that you can change your clonk-skins. I think it would be good if you (the scenario developer) can set for an scenario an set of skins enabled for the round and if your favourite skin not in the list you must choose another one for this round.
I hope you can understand my bad english.
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Parent - - By Ringwaul [ca] Date 2012-11-29 04:24
Why? :I

I don't see the point of imposing such limitations without good reason.
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Parent - - By IchUndNichtDu [de] Date 2012-11-29 12:25 Edited 2012-11-29 12:50
Some skins doesn't loog good in some scenarios (for example: my project "Das Leben im Wilden Westen" will be OC and the standard skins doesn't look good in western). That would only make sense if you can define Scenario-specific skins.
EDIT: Why i'm in Canada? O_o
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Parent - - By Maikel Date 2012-11-29 13:32
You can always set the skin via script and make a rule which allows players to select just western skins for their clonks.
Parent - - By IchUndNichtDu [de] Date 2012-11-29 15:08
That's right it was just an idea to that it could be a part of the engine. But it don't must.
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Parent - By Sven2 [de] Date 2012-11-29 15:41
There is no advantage in having this in the engine. You can just script it as happening at the start of the scenario.

I think it's a pretty poor idea anyway. If you feel the skin is important to the atmosphere, just set the player's Clonk to a fixed skin and be done with it.
Parent - - By B_E [de] Date 2012-11-29 15:53
You could just simply create a new Western-Clonk and include your own model, I guess? Is this possible with the current engine/how is the skin selection integrated to the script?
Parent - By IchUndNichtDu [de] Date 2012-11-29 16:33
I would not include a new clonk. I think it's a good thing that you have in OC only one typeof clonk. But i can just change the skin in my scenario.
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Parent - - By Pyrit Date 2012-11-29 19:35
He doesn't have to make a new model, he could just paint the UV map differently.
But if you want things like a hat he would have to make 3D models.

Hm, is it possible to just paint a 2D hat and attach it to the clonks head? I bet that would be funny :D
Parent - - By B_E [de] Date 2012-11-29 23:26
Well, it seems to be possible with stuff on the back/in the hand, or is that hardcoded?
Parent - - By Pyrit Date 2012-11-29 23:45 Edited 2012-11-29 23:49
I don't know, I tried it with vertex attachment. While the clonk is standing it looks ok, but when he's running or moves his head it looks kind of funny.^^

But it would be interesting to know wether you could get a 2D graphic behave like a 3D graphic in terms of attachment or movement.
Parent - - By Ringwaul [ca] Date 2012-11-29 23:48
It would be ludicrously easy to make a 3D hat attached to the clonk's head.
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Parent - - By Pyrit Date 2012-11-29 23:54
Sorry, I edited the post. But is this possible with 2D graphics, too? (That would mean to attach a vertex to a bone, right?) Or do you need a mesh or bones for it?
Parent - By Clonk-Karl [de] Date 2012-11-30 11:13
There's no way to do this currently. You would need to have a mesh with a bone.
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Up Topic General / Feedback and Ideas / clonk skins

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