Jump to content

Permanent full body force field?


Go to solution Solved by Daedra,

Recommended Posts

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:

 

2N8cO57.jpg

 

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

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:

 

2N8cO57.jpg

 

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

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
  • 3 weeks later...
  • Solution

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.

 

8f7e576d6c9c6c2288df7c72dc588966.png

Droidy365, Jeff and Psyk0Sith like this
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...