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Command Posts how to?


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Take a look at maps that have lamps or similar lightsources (you could look inside the map files that come with Jedi Academy). Their brushes that represent the rays are shaped like cones and the textures look like this:

 

b01e6120d05abd33918d1dbb78c0660f.jpg

 

So, I would say you should do it that way:

 

- Create a cone (just like your image above, without a sharp tip).

- Create a texture that goes from black to green, the same way as in the picture I've attached.

- Apply the texture.

 

The only thing I don't know is how to make the textures appear translucent.

Langerd likes this
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At first they will be decorative. In the future, perhaps, I will make replaceable.

 

Are these just decorative or are you implementing conquest mode?

Shaders, I can work with them. Interested in another: how to make a cone without physics?

 

The only thing I don't know is how to make the textures appear translucent.

First I made a cone, but it was "solid".
now I made a 3D model that it might not be "solid".
m9V8UPF.jpg

but make a beam, the backlight did not work (I feel I have to use effects.

 

 

Jeff likes this
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For the appearance I'd suggest you to take a look at common/gradient in common.shader, which is the shader code that the gradient texture Lancelot posted uses. As for solidity, it sounds like you'll need to add the new shader to shaderlist.txt - improper solidity and shader errors are typical when new shaders aren't added to shaderlist.txt.

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By the way, the shaders for character models and for environment models work differently.

 

Yes indeed, but you don't need this thing to be lgihtmapped or aynthing so it should work just the same. Especially when you use it on a misc_model_static.

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  • 4 months later...

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