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Plant sprite fix for t2_trip 2.1

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About This File

Ever noticed how whenever you join a multiplayer game of t2_trip, there are brown smudges all over the map?

Those are bugged plants. The plants work fine in singleplayer but break when the map is used in multiplayer.

You can fix those plants using my provided quicktrip.shader file.

 

Steps for use:

1) Open the .zip file containing this readme.txt and the quicktrip.shader file.

Go to your Jedi Academy base folder.

For 32bit versions of windows, this will be in "C:\Program Files\Lucasarts\Star Wars Jedi Knight II Jedi Academy\GameData\base" by default.

For 64bit versions of windows, this will be in "C:\Program Files (x86)\Lucasarts\Star Wars Jedi Knight II Jedi Academy\GameData\base" by default.

 

2) Create a new folder named "shaders" (the folder name is case sensitive and should not have quotation marks around it.)

 

3) Drag the new .shader file (the one included in this .zip file) into your newly created "shaders" folder.

 

4) Close your file compression utility (winzip, windows explorer, 7zip, winrar, etc).

 

5) Enjoy your beautiful plants when you next play on t2_trip.

 

6) Enjoy your beautiful plants in multiplayer

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 2.1

Released

  • Fixed the file name of the .shader file. It should now be read by the game.

User Feedback

Recommended Comments

Mr. Dinnertime

Posted

It should be noted that creating a new .shader file with a new definition of the desert_0 shader does not work.

The game will simply override your newly created shader with the original.

For this reason, I replaced the original quicktrip.shader file with this new one to trick the game into thinking that it's still using all of the original shaders.

Merek

Posted

hehehe you used JA++ =)

Omicron

Posted

You should have made it a seperate pk3, as yo should NEVER overwrite/edit the assets, and it means that joining pure servers (so most base ones) can't be done due to hash checks on the pk3s as I recall.

Mr. Dinnertime

Posted

You should have read my first comment. Doing that is impossible as it will always default to the one in assets1.pk3.

 

Edit: If you don't believe me then feel free to make a new version which uses a separate pk3. Don't forget to test it <3

Didz

Posted

What you should actually do is save the following code as Base/shaders/z_fixedterrain.shader (create the shaders folder if it doesn't exist)

textures/quicktrip/desert_0
{
	q3map_shadeangle	150
	qer_editorimage	textures/quicktrip/sand
	q3map_material	Gravel
	q3map_nolightmap
	q3map_nonplanar
	q3map_onlyvertexlighting
	q3map_tcGen	ivector ( 1024 0 0 ) ( 0 1024 0 )
	{
		map textures/quicktrip/sand
		rgbGen vertex
	}
	{
		clampmap textures/quicktrip/shrubbery2
			surfaceSprites vertical 20 32 200 1200
			ssVariance 0.4 1.5
			ssWind 0.75
		alphaFunc GE192
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		depthWrite
		rgbGen vertex
	}
	{
		clampmap textures/quicktrip/shrubbery1
			surfaceSprites vertical 18 32 80 2000
			ssVariance 0.2 0.5
			ssWind 0.25
		alphaFunc GE192
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		depthWrite
		rgbGen vertex
	}
	{
		clampmap textures/quicktrip/shrubbery3
			surfaceSprites vertical 30 28 140 1600
			ssVariance 0.2 0.3
			ssWind 0.5
		alphaFunc GE192
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		depthWrite
		rgbGen vertex
	}
}

This ensures you don't modify your assets pk3 files (Which you should never do!). I'm pretty sure you can package this method into a new pk3 too.

Mr. Dinnertime

Posted

I've already tried your method before and it didn't work. Did you test your method before posting this?

 

Edit: ... I'm honestly not sure of what to say. I tried your method and it didn't work, before.

Thanks for the correction. I honestly didn't think of replacing "flattened" with "vertical". I'll replace my uploaded file with your code, if you don't mind.

Didz

Posted

Yeah sure, go ahead :) I got tired of seeing the broken sprites playing Makermod for years...

 

Changing flattened to vertical just means the sprites will always stand upright, and won't be affected by weather (which wasn't fully implemented in MP). This will mean the plants won't bend with the wind in SP, but I wouldn't notice such a detail anyway.

Mr. Dinnertime

Posted

Very nice to know ^^

Thanks for the tip.

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