Natural Selection 2

Natural Selection 2

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2.252 MB
Sep 8, 2013 @ 3:46pm
Jan 27, 2015 @ 7:34pm
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This is not a gameplay mod, but rather a library for other modders to use in their own works. This is also the first alpha version, so not all the shaders have been created to support all the existing entities types in NS2.

Once this is complete, I will be writing a guide on how to understand, manipulate, and implement this library in a mod.

Constructive comments, questions, and ideas are welcome!

10/2/13 - Update:
Latest ColoredSkinsMixin code & shaders
Working Green Marine color map example and Lua code
Added debugging/testing concole commands:

skins_colors - toggles overriding all ColorSkinsMixin entity's colors
skins_colors Usage:
skins_colors [layer name] [override color value]
*Valid Layer Names: base, accent, or trim
*Only 0-255 RGB values allow for override colors
Example: skins_colors base 255,45,45

skinsindex - Enable/Disable and Toggle color map active index for ColorSkinsMixin entities
skinsindex Usage:
skinsindex [true/false]
*Using just this command will enable scrolling through atlas texture indicies
Example: skinsindex false - Will return entiy's color map index to thier normal value (determined by material or entity.

skins - toggles ColoredSkinsMixin colorization process in the shader On/Off
Example: skins - This is an auto toggle. No need for extra parameters
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Avoca Jan 28, 2015 @ 9:26pm 
/glow blue
Soul Rider Oct 28, 2013 @ 6:27pm 
This is great stuff McGlaspie. I have implemented this into the Proving Grounds mod, that can be used as an example. I have left it with your default colours initially, but if you want me to change the colors because of MvM, that's also not a problem :)
McGlaspie  [author] Oct 6, 2013 @ 11:57pm 
To use the skin color overrides, do the following:
skins_colors true
skins_colors base 255,255,0
skins_colors accent 0,255,0
skins_colors trim 255,255,255

To disable the override, type: skins_colors false

In the current released version, this will only affect the normal Marine model (Green Armor type). No other models have been wired into this mod, yet.
McGlaspie  [author] Oct 6, 2013 @ 11:45pm 
@Goliath Vietnam: Each entity (Player Class or World Object) MUST have a custom texture AND game-code modifications done in order for it to be effected by this mod. This is not a drop it in and it magically works type library.

If anyone has any detailed questions or wants to discuss this mod in depth, please make a new discussion topic in steam, or visit the Unknown Worlds forums post []. Chou! o/
Stark NS2 Oct 6, 2013 @ 11:22pm 
if i want Exo or marine amor turn in to red or white , how should i have to type in console ?

skins_colors exo 255,45,45 >>>> or exo_suit or exo_dual ? ..vvvvv
Stark NS2 Oct 6, 2013 @ 11:16pm 
ok thanks , do you mean even Elite Assault Marine can be mod with these colour ? or Exo-suit with Black and Whie >>>> oh god my imagination :))
McGlaspie  [author] Oct 6, 2013 @ 9:05pm 
@Goliath Vietnam: That wouldn't be possible until one of the Alien classes are setup to function with this mod. The only working example I included is the Marine in Green armor-type. I'm working on a How-To guide for this library, some or all of your questions might be answered once it's published.
Stark NS2 Oct 6, 2013 @ 8:24pm 
in console im mean ... im not quite good in this ^^
Stark NS2 Oct 6, 2013 @ 8:24pm 
how to set an aliens model colour ?
McGlaspie  [author] Oct 6, 2013 @ 7:08pm 
@Goliath Vietnam: See my previous answer to mmetully.

Just for clarity, I won't be releasing a bunch of skins / color maps. This is a library for other modders to use in their own work.