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[Request] Darth Vader's Chain


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One thing that really bugs me about Toshi's Vader (or any of its reskins) is the capechain. I understand it's pretty much a microscopic issue, but it's just a 2d mesh with the chain textured on. I'd be fine with that, were it not for the fact that the holes inbetween the chains are either filled with white or black ingame. I opened the .png and carefully removed as many specks of interfering color as I felt was reasonable and tried it out again ingame; unfortunately I'd wasted my time, as nothing changed. I'm hoping someone else might be willing to figure out a solution, whether they do it via textures or even modeling a new chain onto the model. I know @@dark_apprentice has a Rogue One Vader model laying around with a modeled-on chain, but the texture for it is missing and I'm not sure I'd be able to affix it to Toshi's Vader properly anyway.

 

Thanks

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The issue here is a missing shader. There should be a shader somewhere that makes it so that the chain has transparency.

 

models/players/black_knight_vader/cape

{
cull disable
    {
        map models/players/black_knight_vader/cape
        alphaFunc GE192
        rgbGen lightingDiffuse
    }
{
map models/players/black_knight_vader/cape_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
}
}

Still no dice.

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This is the whole shader for Toshi's Vader.

 

 

models/players/T_Vader/controls
{
	q3map_nolightmap
	{
        map models/players/T_Vader/controls
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/controls_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
		animmap 0.75 models/players/T_Vader/controls1.tga models/players/T_Vader/controls3.tga models/players/T_Vader/controls5.tga models/players/T_Vader/controls2.tga models/players/T_Vader/controls4.tga models/players/T_Vader/controls7.tga models/players/T_Vader/controls6.tga
        blendFunc GL_ONE GL_ONE
        detail
	}
	
}

models/players/T_Vader/cape
{
	cull	twosided
    {
        map models/players/T_vader/cape
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
}

models/players/T_Vader/helmet
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/helmet
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/helmet_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec1
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/mask
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/mask
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/mask_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec2
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/body
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/body
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/body_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/T_Vader/body2
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/body2
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/body_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec2
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/head
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/head
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
}

models/players/T_Vader/detail
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/detail
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/detail_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}
 

 

 

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This is the whole shader for Toshi's Vader.

 

 

models/players/T_Vader/controls
{
	q3map_nolightmap
	{
        map models/players/T_Vader/controls
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/controls_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
		animmap 0.75 models/players/T_Vader/controls1.tga models/players/T_Vader/controls3.tga models/players/T_Vader/controls5.tga models/players/T_Vader/controls2.tga models/players/T_Vader/controls4.tga models/players/T_Vader/controls7.tga models/players/T_Vader/controls6.tga
        blendFunc GL_ONE GL_ONE
        detail
	}
	
}

models/players/T_Vader/cape
{
	cull	twosided
    {
        map models/players/T_vader/cape
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
}

models/players/T_Vader/helmet
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/helmet
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/helmet_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec1
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/mask
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/mask
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/mask_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec2
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/body
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/body
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/body_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/T_Vader/body2
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/body2
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/body_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
    {
        map models/players/T_Vader/spec2
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/T_Vader/head
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/head
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
}

models/players/T_Vader/detail
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/T_Vader/detail
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/T_Vader/detail_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}
 

 

 

Yes, I've noticed this--this shader file offers nothing in the way of transparency, it was an ingame issue on his model as well.

 

UPDATE: I tried pasting my custom shader code over Toshi's for the cape, and it worked. I thought I needed the "cull two-sided" for the cape to be visible on both ends, but apparently I don't, and now I've established transparency in the holes.

Droidy365 likes this
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