Is that what they did to the CPMA player skins?themuffinman wrote:There's no need... it's both easier and more efficient on memory to just use bright skins which can share the same shaders but can have any color applied to them. I should probably do team-colored grenades too.
This could be cool, still a lot of work if you want it done properly.D-Meat wrote:Well, you'll have to modify the base skins to add an alpha challel that will "stencil" out the coloured parts In the original quake 3 (I don't know about team Arena) each team skin is a separate TGA (this allows to add more that colour difference between characters, changing some details for example).
And photoshop isn't keen on alpha channels, so hve to install GIMP

An other solution would be a FX-shader on the player (something like a regeneration-fx for red team, quad-fx for blue and make some other shaders for other teams).
No skinning involved, just a bit of coding and a few shaders...
Thanks for the heads-up, i'm not familiar with spearmint. It sounds cool.ToKu wrote:Hi, I like your work, it's nice.
Though I have two suggestions:
1. If you plan to start from scratch, I highly recommend to use 'Spearmint' engine. It is an enhanced ioquake3 engine.
'Spearmint' already has widscreen support, even HUD is always aspect correct (16:9, 16:10. 4:3, etc.)
Don't get me wrong, I like ioquake3 as well but 'Spearmint' has tons of enhancements (e.g.: 4 player splitscreen) and it is GPLv3.
'Spearmint' also merged cgame and ui module, which makes coding a lot easier.
https://github.com/zturtleman/spearmint/wiki
2. There is no need to remove the code you do not need for 'SlugRock'. If you don't need bots to camp for example, than create a gametype and
exclude your mod from using a function. This way you don't destroy existing gametypes.
Only to make it clear, I don't say something is wrong. Your work is really cool! Just a few thoughts...
I will check it out.
Thanks for the kind words and the support!