datablock ShapeBaseImageData(blueSprayCanImage)
{
// Basic Item properties
shapeFile = "~/data/shapes/spraycan.dts";
skinName = 'blue';
projectile = bluePaintProjectile;
....stuff
};
datablock ShapeBaseImageData(redSprayCanImage : blueSprayCanImage){
skinName = 'red';
projectile = redPaintProjectile;
};
datablock ShapeBaseImageData(greenSprayCanImage : blueSprayCanImage){
skinName = 'green';
projectile = greenPaintProjectile;
};
You'll notice that each of the new images has a 'skin name' variable, but they all use the same model. (The copy datablocks bit) When you set a skin name for a weapon, Torque uses the texture with 'base' in it replaced with whatever the skin name is. For instance, I told you to set your model to "saber.base.png" and then make files "saber.red.png" and "saber.blue.png". So, for your script:
datablock ItemData(saberItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/saber.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
skinName = 'blue';
//gui stuff
uiName = "Lightsaber";
iconName = "./ItemIcons/sword";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Dynamic properties defined by the scripts
image = saberRedImage;
canDrop = true;
};
datablock ShapeBaseImageData(saberRedImage)
{
// Basic Item properties
shapeFile = "./shapes/saber.dts";
skinName = 'red';
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = false;
eyeOffset = "0.7 1.2 -0.25";
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = swordItem;
ammo = " ";
projectile = swordProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = swordDrawSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
datablock ShapeBaseImageData(saberBlueImage : saberRedImage)
{
skinName = 'blue';
};
package Saber
{
function saberItem::onUse(%this,%obj,%slot)
{
if(vectorDist(getColorIDTable(%obj.client.curSprayCan),"0 0 1 1") < 0.5)
{
%this.image = saberBlueImage;
}
else
{
%this.image = saberRedImage;
}
Parent::onUse(%this,%obj,%slot);
}
function servercmdUseSprayCan(%client,%slot)
{
Parent::servercmdUseSprayCan(%client,%slot);
%client.curSprayCan = %slot;
}
};activatepackage(saber);
Basic sword code + stuff with spraycan. Basically, if the last spray color you used is close-ish to bright blue then your saber is blue, otherwise it is red.
Written on the spot and untested, might not work.
A partially transparent texture for the blade may not be required (try that Emissive thing for that part of the model if you are using Milkshape), try making it a solid texture.