Tempust85 Posted July 16, 2013 Posted July 16, 2013 I'll put any further updates on my Stormtrooper here. Now does anyone know if it's possible to use a specular texture to mask certain areas from using this shiny shader? models/players/DT_stormtrooper/armor_d { q3map_nolightmap q3map_onlyvertexlighting { map models/players/DT_stormtrooper/armor_d.jpg blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/DT_stormtrooper/Gloss blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } P.S I stole this from that Hapslash Improved Stormtrooper v2.
Barricade24 Posted July 16, 2013 Posted July 16, 2013 I'll put any further updates on my Stormtrooper here. Now does anyone know if it's possible to use a specular texture to mask certain areas from using this shiny shader? models/players/DT_stormtrooper/armor_d { q3map_nolightmap q3map_onlyvertexlighting { map models/players/DT_stormtrooper/armor_d.jpg blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/DT_stormtrooper/Gloss blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } P.S I stole this from that Hapslash Improved Stormtrooper v2. I'm no expert but you might be able to use some transparency on certain parts of the texture and have it under a different name. That way only the parts that are visible in the texture will register in game. I did such a thing for my Phase II Commander Wolffe. You can check out his shaders to see if it is what you are looking for.
Tempust85 Posted July 16, 2013 Author Posted July 16, 2013 Thanks, I had a look and it wasn't what I was after. I had a muck around in the shader editor and finally found the right combination. Now the shine and the specular work together. Btw, LOD0 is at 6,238 tris. This will have to do, but I will include one LOD (LOD1 at 4,500 tris) to make it a bit better on performance.
Tempust85 Posted July 16, 2013 Author Posted July 16, 2013 Yeah, it has caps and is segmented for dismemberment. Btw anyone know the LOD distances? Activating LODs on distance from the model would be a nice feature for Modview.
eezstreet Posted July 16, 2013 Posted July 16, 2013 r_lodscale might assist you in finding this out. Tempust85 likes this
Tempust85 Posted July 17, 2013 Author Posted July 17, 2013 Thanks. Ok so now I have (from Modview): LOD0 - 5,967 tris 5,170 vertsLOD1 - 4,154 tris 3,457 vertsLOD2 - 2,748 tris 2,536 verts All I need to do now is work on those extras. Now I *think* I remember seeing something a few years ago that allowed you explode your model into all segments activating all caps. Is this real or did I dream it up lol? ChalklYne likes this
Tempust85 Posted July 18, 2013 Author Posted July 18, 2013 Dismemberment works properly for all LOD's. AshuraDX, katanamaru and ChalklYne like this
Tempust85 Posted July 19, 2013 Author Posted July 19, 2013 These are the colors/ranks of the pauldron I have. Sandtrooper (still need to make skin + backpack):Black - Enlisted ranksWhite - SergeantOrange - Squad Leader Stormtrooper: Gray - BombardierYellow - RiflemanRed - MedicBlue - SniperOrange - CaptainI'll post some pics tomorrow. Barricade24 likes this
minilogoguy18 Posted July 20, 2013 Posted July 20, 2013 I think they should be a bit cleaner, I liked in the OT movies how white stormtroopers are, yours armor looks like it has been in service for some time and has been a bit beaten up. The in game lighting with shaders applied makes them look a little metallic gray rather than white.
Tempust85 Posted July 20, 2013 Author Posted July 20, 2013 I was going for a more used look, I didn't want it to look like the armor only just got made. The lighting is a pain, but using the specular is the only way I can stop the gloss shader from appearing on the darker areas of the armor. I'm also reworking the pauldron textures, I didn't like how it turned out and some of the colors aren't done right.
minilogoguy18 Posted July 21, 2013 Posted July 21, 2013 I still think you could lighten it some, even just a little bit.
Tempust85 Posted July 21, 2013 Author Posted July 21, 2013 I'll make a clean version. With all these skins, I'm going to have to put it all into the character customisation menu instead.
Tempust85 Posted July 21, 2013 Author Posted July 21, 2013 Update on the pauldron textures: Lamented, ChalklYne, Futuza and 3 others like this
Futuza Posted August 8, 2013 Posted August 8, 2013 You make the visors less green, more black in the new one too?
Circa Posted August 8, 2013 Posted August 8, 2013 Not that I'm complaining about this model at all, it look amazing, but what was wrong with Haps' model?
Syd0w Posted August 8, 2013 Posted August 8, 2013 I really like this model but those cauldron MOS's are mostly inaccurate.Other than that 10/10
Tempust85 Posted August 9, 2013 Author Posted August 9, 2013 Haps Stormtrooper is a rebuild of the base JO Stormtrooper by Raven, he edited the model and repainted it which is why the texture sheet layouts are almost identical to Raven's. My Stormtrooper has a higher than usual triangle count and is the ROTJ armor. It's posted here because it's for Chalk's project so he has a 100% user-made Stormtrooper. About the lens: Then lens are black and only shine dark green when the light hits them. Futuza, Onysfx, Circa and 2 others like this
Circa Posted August 9, 2013 Posted August 9, 2013 Haps Stormtrooper is a rebuild of the base JO Stormtrooper by Raven, he edited the model and repainted it which is why the texture sheet layouts are almost identical to Raven's. My Stormtrooper has a higher than usual triangle count and is the ROTJ armor. It's posted here because it's for Chalk's project so he has a 100% user-made Stormtrooper. About the lens: Then lens are black and only shine dark green when the light hits them.I knew you had a good reason, was just curious. It looks amazing, can't wait for it!
Barricade24 Posted September 4, 2013 Posted September 4, 2013 Hey, DT I know you have been busy with Mara and Luke but I was wondering how your ST was doing? I hope I'm not being a bother by asking.
Tempust85 Posted September 4, 2013 Author Posted September 4, 2013 He *should* be about done, haven't worked on him since I last posted an update. I was working on a Sandtrooper variant but I ran out of time. I'll be using my Stormtrooper in DF2 so I will get back to him eventually lol. Barricade24, Circa and Onysfx like this
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