Daedra Posted January 3, 2019 Share Posted January 3, 2019 So I was messing on this map: https://jkhub.org/files/file/3023-starkiller-base-duel/ I dived into the pit in the corner of the map, and I notice this force field appears: Semi transparent blue hue force field. I like how it covers the entire body including the weapon. Is there a way to attach this effect permanently to a character using shaders/textures? I know the texture it uses is gfx/effects/p_shield.jpg from assets1.pk3. Link to comment
AshuraDX Posted January 3, 2019 Share Posted January 3, 2019 So I was messing on this map: https://jkhub.org/files/file/3023-starkiller-base-duel/ I dived into the pit in the corner of the map, and I notice this force field appears: Semi transparent blue hue force field. I like how it covers the entire body including the weapon. Is there a way to attach this effect permanently to a character using shaders/textures? I know the texture it uses is gfx/effects/p_shield.jpg from assets1.pk3.That's the default shield damaged effect in SP afaik. Applieing this to a character model should be possible to do with some modifications to the character model Link to comment
Daedra Posted January 3, 2019 Author Share Posted January 3, 2019 That's the default shield damaged effect in SP afaik.Applieing this to a character model should be possible to do with some modifications to the character model That would then only affect the playermodel right? It would not affect the weapon unless that model was modified also? Link to comment
Daedra Posted January 3, 2019 Author Share Posted January 3, 2019 I'll mess around with it see what I can come up with. Link to comment
Solution Daedra Posted January 20, 2019 Author Solution Share Posted January 20, 2019 I managed to solve this one myself. How? Easy. I simply added this to the shaders which handle the texture mapping. { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcGen environment tcMod rotate 200 tcMod turb 0.6 0.3 0 0.6 tcMod scale 5 8 } { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcMod rotate -600 tcMod scale 4 6 }This maps directly on top of the textures, it does not "bulge" out like the screenshot in the OP. It does animate perfectly fine. The code is directly from the effects.shader from assets1.pk3. Psyk0Sith, Droidy365 and Jeff like this Link to comment
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