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Online custom skins?

Postby blubswillrule » Fri May 06, 2011 5:36 am

Just throwing an idea out there. Obviously it's easy to make your own custom quake player skin, but how hard would it be to implement something so, when playing online, you can see the other player's custom skin, and they can see yours? (usually it would load off of player.mdl, so if you have a custom skin, you would see their models as your custom skin)


Any thoughts?
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Postby leileilol » Fri May 06, 2011 7:11 am

they call it 'quakeworld'
i should not be here
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Postby blubswillrule » Fri May 06, 2011 7:37 am

So I'm guessing quakeworld has something like this? haha
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Postby Baker » Fri May 06, 2011 5:10 pm

Reference material:

http://www.quakewiki.net/archives/conso ... lient.html

Search for the word "skin" within that document to get the idea of how it works.

It really doesn't get much or any use within modern Quakeworld, since a user-defined skin in a multiplayer game is eventually going be as hard as possible to see (all black or whatever).
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Postby Spike » Fri May 06, 2011 9:37 pm

brown would be more effective, of course. would blend with the walls so much better.

you can't upload skins to the server yourself. so if you do have such a pure-brown skin, you can just delete it and then you won't.

instead, people replaced the skins on their computer with new ones containing only fullbright texels. if your only skin is 'default.pcx' then that's the only one that can be used.
now qw engines provide that feature by default.

there's still skin forcing in teamplay games, so allies/enemies get different (pure) colours, but hey.

the only place where skins are actually used are in TF, but that doesn't really give much that couldn't be fixed by a new player.mdl.

q3 at least requires that the server has the models/textures, or the client won't load them.
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