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Thread: CoD2 Shaders - Custom weapon "camos" DX9 For my Mod.

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    CoD2 Advanced Shader Techniques

    Hello, i am developing a singleplayer mod for Call of Duty 2, and I have come with an idea, I made a Pack-a-Punch script that works flawlessly for CoD2, and i was wondering if I could do some cool camos for the upgraded weapons and i stumbled upon with this amazing texture techinique, look how the upgraded weapon texture looks:

    https://www.youtube.com/watch?v=Tro2mdhwxyw

    It is important to mention that i did not make this shader, the thing is, I would like to add some custom camos for my mod but i do not know how to work with them, i do not understand how they work since i discovered them just today, if anyone could help me or collaborate with some cool shaders that would be amazing.

    You can check my mod here: https://www.moddb.com/mods/the-mexican-revolution-mod
    Last edited by BrandonDR; 21st December 2024 at 19:08.

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    the skin on the video is beautiful

    reminds me this: https://vcodmods.com/view/animated-skin-neonwave

    i don't use those because i think that distracts me and then i get less efficient to hit players :'(

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    ah but i realize now, you can switch skin without changing file/restart game?!

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    do you need another model file and somehow set the weapon model via gsc something like that?
    I would really appreciate if you could explain

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    I would liken to have a variety of skins, i mean a set of several cool shaders ready to be appliead to whatever viewmodel_weapon, i tried to create my own shader but i failed since i do not understand at all how hlsl works.
    Last edited by BrandonDR; 23rd December 2024 at 06:23.

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    brandon why don't u reply? u want to keep the solution only for you?

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    what do you mean? i replyed just up above

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    i meant i didn't know u can change skin without restarting game, was wondering how, is it done using gsc? could you please show an example?

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    of course, and yes indeed it is using gsc.

    level.player takeallweapons();
    level.player giveWeapon("super_ppsh");
    level.player switchToWeapon("super_ppsh"); //notice that the super_ppsh is a new weapon. I mean you really will not swap the skin, you will swap to an entire new weapon.

  10. The Following User Says Thank You to BrandonDR For This Useful Post:

    0RBohRgwLk (27th December 2024)

  11. #10
    Assadministrator IzNoGoD's Avatar
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    I guess the question he's (trying to) ask is "how do you make such skins to begin with"
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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