Using Alternate Skins

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Gnam

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Feb 13, 2002
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Yes, please.
Is there a simple way to change the skin/material for a weapon or pickup mesh from within the class code instead of making a duplicate model with a different skin? I would assume even in the default properties there would be way to do it, but I've looked around and there's no info on the subject.
 
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EvilDrWong

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The Skins array can be used.

Code:
defaultproperties
{
    Skins(0)=Shader'PickupSkins.Shaders.BlueGlassShader'

    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'E_Pickups.RegShield'
}

Thatll give you the small shield Static, but with a blue shield instead of the gold one.
 

Gnam

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Feb 13, 2002
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Yes, please.
Awesome, thanks a lot. What about weapons? Clearly the static mesh would work this way, but would this set the 1st and 3rd person skins, would it work the same way, ie from inside the weapon and attachment classes?

EDIT: Nevermind my question about weapons, I figured it out myself. It works!! Thanks again!!!
 
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Gnam

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Yes, please.
Ok, now I have a question. I changed one of my powerups from my duplicate model to the original model with altered skin. It works, but it doesn't quite look right. There seems to be a loss of detail; for example in the blue shader, it's all flat blue; it lacks most of the white highlights that move across. Does this always happen when using irregular skins, or is it something I did wrong?
 

EvilDrWong

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If its a custom model, chances are that it doesnt have proper UV's... thats the only reason I can think of that itd act like that.
Mind posting a side-by-side so I can better understand what you mean? :)
 

Gnam

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LOL, I think it was my imagination. I made a second version and placed both side-by-side in a level and there was no difference. I think I'd just been sitting at the comp too long when I had that perception. :p