Tutorial: Making Tinted Creatures in the Toolset
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Tutorial: Making Tinted Creatures in the Toolset
Copied from the original article by 420
1. Edit the creature blueprint and set the appearance to an appropriate invisible creature.
2. Set the tail to the desired tintable creature.
3. Change the creature's OnSpawn script to "zep_tintonspawn"
- found in cep2_add_sb_v1.erf (recommended) or cep2_add_sb_v1.hak
Alternately, If you are using a custom OnSpawn script simply add these lines:
4. Set local int variables for the desired colors and color channels.
Valid Int Names: Hair, Skin, Tattoo1, and Tattoo2
Valid Int Range: 0-175
You can also set the creatures colors when spawning with a trigger. Here an example of a triggers OnEnter script:
(Note: This method overrides any variables set on the blueprint in the toolset.)
1. Edit the creature blueprint and set the appearance to an appropriate invisible creature.
2. Set the tail to the desired tintable creature.
3. Change the creature's OnSpawn script to "zep_tintonspawn"
- found in cep2_add_sb_v1.erf (recommended) or cep2_add_sb_v1.hak
Alternately, If you are using a custom OnSpawn script simply add these lines:
- Code:
//:://////////////////////////////////////////////
//:: CEP Tintable Creature OnSpawn Script
//:: Created By: 420
//:: Created On: January 21, 2010
//:://////////////////////////////////////////////
/*
This script will set color channels for a creature when it spawns allowing
builders to make tinted creature blueprints in the toolset.
See the "CEP Sample Tinted Creature" blueprint under Tutorial in the Custom
creature palette for an example. Step by step instructions are located in the
blueprint's Comments tab.
*/
int nApp = GetAppearanceType(OBJECT_SELF);
SetCreatureAppearanceType(OBJECT_SELF, 0);
SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, GetLocalInt(OBJECT_SELF, "Hair"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_SKIN, GetLocalInt(OBJECT_SELF, "Skin"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_1, GetLocalInt(OBJECT_SELF, "Tattoo1"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_2, GetLocalInt(OBJECT_SELF, "Tattoo2"));
DelayCommand(1.0, SetCreatureAppearanceType(OBJECT_SELF, nApp));
4. Set local int variables for the desired colors and color channels.
Valid Int Names: Hair, Skin, Tattoo1, and Tattoo2
Valid Int Range: 0-175
You can also set the creatures colors when spawning with a trigger. Here an example of a triggers OnEnter script:
(Note: This method overrides any variables set on the blueprint in the toolset.)
- Code:
void main()
{
object oWP = GetWaypointByTag("TintSpawnWP");
object oCreature = CreateObject(OBJECT_TYPE_CREATURE, "zep_sampletint", GetLocation(oWP));
SetLocalInt(oCreature, "Skin", 70);
SetLocalInt(oCreature, "Tattoo1", 88);
}
Last edited by Tyndrel on Sat Jan 28, 2012 10:24 am; edited 1 time in total
Tyndrel- Posts : 67
Join date : 2012-01-28
Re: Tutorial: Making Tinted Creatures in the Toolset
Copied from the original post by Amethyst Dragon
Link: Skin, Hair, Tattoo Colour Numbers
Skin
Hair
Tattoo
Link: Skin, Hair, Tattoo Colour Numbers
Skin
Hair
Tattoo
Tyndrel- Posts : 67
Join date : 2012-01-28
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