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assaultcube-1.2.0.2-5.mga6.nonfree.x86_64.rpm

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    <title>AssaultCube Documentation :: Player skins</title>
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	<h2>Player skins</h2>
        <p>
          This page covers implementation/use of custom playerskins (not how to create/edit a custom playerskin).
          To learn how to edit a playerskin, please refer elsewhere.<br>
          <b>Note:</b> You can use <span class="code" style="font-weight : bold;">./packages/models/playermodels/skin.jpg</span>
          as a template for a new playerskin.
        </p>
	<p>
          The AssaultCube playermodel/playerskin was originally created by Darren <i>“HitmanDaz[MT]”</i> Pattenden.
        </p>
        <p>
          Under the <a href="http://actiongame.svn.sourceforge.net/viewvc/actiongame/trunk/ac/packages/models/playermodels/license.txt">license</a>
          provided by him, you may use these models/skins for personal use only (i.e. NOT for commercial use).
          This also means any derivatives/modifications you make MUST also be licensed to ONLY allow personal use. We recommend
          including the <span class="code" style="font-weight : bold;">./packages/models/playermodels/license.txt</span>
          file whenever you redistribute a new player skin.
        </p>
        <h4>Single-name nickname skins</h4>
        <p>
          Single-name nickname skins allow you to assign <b>ONE</b> specific skin to <b>ONE</b> specific player's name.
          This is great if you have, for example, an adversary in the game who you want to be able to always recognise
          easily, so you can specifically target them.
        </p>
        <p>
          To implement this, add your new skin file into the folder: <b>./packages/models/playermodels/custom</b> and then 
          name it as below (note: nicknames and filenames are case sensitive).
        </p>
        <ul>
          <li>
            <b>[nickname]</b><i>_ffa.jpg</i> (for non-team modes. If this file is missing, one of the CLA or RVSF files will be automatically used).
          </li>
          <li>
            <b>[nickname]</b><i>_cla.jpg</i> (For team CLA).
          </li>
          <li>
            <b>[nickname]</b><i>_rvsf.jpg</i> (for team RVSF).
          </li>
        </ul>
        <h4>Multi-name nickname skins</h4>
        <p>
          Multi-name nickname skins search for key words in a nickname instead. This is especially useful if you want
          all of your clan to display the same skin, rather than a single person.
        </p>
        <p>
          To implement this, add your new skin file into the folder: <b>./packages/models/playermodels/custom</b> and then 
          name it as below (note: nicknames and filenames are case sensitive. Also note how there are <u>*TWO*</u>
          underscores, not one!)
        </p>
        <ul>
          <li>
            <b>[nickname]</b><i>__ffa.jpg</i> (for non-team modes. If this file is missing, one of the CLA or RVSF files will be automatically used).
          </li>
          <li>
            <b>[nickname]</b><i>__cla.jpg</i> (For team CLA).
          </li>
          <li>
            <b>[nickname]</b><i>__rvsf.jpg</i> (for team RVSF).
          </li>
        </ul>
        <p>
          If you can't see your custom skins in-game, make sure you've selected the correct option under<br />
          <b>Settings</b> &#8658; <b>Gameplay settings</b> &#8658; <b>Custom player skins</b>
        </p>
        <h4>File replacement</h4>
        <p>
          Some players prefer file replacement, where you simply replace the existing skin file with your new skin;
          this way, anybody using the same skin that you replaced, would appear with your new skin.
          This isn't recommended. If you do decide to do this however, it is best to implement it as a <a href="mods.html">mod</a>
          so that none of your previous files are missing.
        </p>
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